Difference between revisions of "Data Structure"

From The Official Visionaire Studio: Adventure Game Engine Wiki
Line 168: Line 168:
  
 
== ActiveAnimation ==
 
== ActiveAnimation ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="15" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
ActiveAnimation
+
|-
| valign="top" class="scriptable" |
+
| AnimationActive
AnimationActive
+
| t_bool
| valign="top" class="scriptable" |
+
| True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.
t_bool
+
| class="cent" | ✔
| valign="top" class="scriptable" |
+
| class="cent" | S
True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.
+
|-
| valign="top" align="center" class="scriptable" |
+
| AnimationCalledTime
 +
| t_int
 +
| Time (in msec) past since frame was first shown or animation loop finished.
 +
| class="cent" | ✔
 +
| class="cent" | S
 +
|-
 +
| AnimationCurrentPosition
 +
| t_point
 +
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
 +
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationCurrentSpriteIndex
AnimationCalledTime
+
| t_int
| valign="top" |
+
| Index of currently active frame.
t_int
+
| class="cent" |
| valign="top" |
 
Time (in msec) past since frame was first shown or animation loop finished.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationCurrentSpritePos
AnimationCurrentPosition
+
| t_point
| valign="top" |
+
| Position on scene of currently active frame.
t_point
+
| class="cent" |
| valign="top" |
 
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationFirstFrame
AnimationCurrentSpriteIndex
+
| t_int
| valign="top" |
+
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
t_int
+
| class="cent" |
| valign="top" |
 
Index of currently active frame.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationCurrentSpritePos
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Position on scene of currently active frame.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationFirstFrame
 
| valign="top" |
 
t_int
 
| valign="top" |
 
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| AnimationFrameCount
AnimationFrameCount
+
| t_int
| valign="top" |
+
| Total number of frames already shown in the current animation loop.
t_int
+
| class="cent" |
| valign="top" |
 
Total number of frames already shown in the current animation loop.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationLastFrame
AnimationLastFrame
+
| t_int
| valign="top" |
+
| Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.
t_int
+
| class="cent" |
| valign="top" |
 
Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationLoops
AnimationLoops
+
| t_int
| valign="top" |
+
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
t_int
+
| class="cent" |
| valign="top" |
 
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationPlayOppositeDirection
AnimationPlayOppositeDirection
+
| t_bool
| valign="top" |
+
| True if the animation is played backwards.
t_bool
+
| class="cent" |
| valign="top" |
 
True if the animation is played backwards.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationPreloaded
AnimationPreloaded
+
| t_bool
| valign="top" |
+
| True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.
t_bool
+
| class="cent" |
| valign="top" |
 
True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationSize
AnimationSize
+
| t_int
| valign="top" |
+
| Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).
t_int
+
| class="cent" |
| valign="top" |
 
Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| AnimationStartedByUser
AnimationStartedByUser
+
| t_bool
| valign="top" |
+
| True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.
t_bool
+
| class="cent" |
| valign="top" |
 
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| AnimationWaiting
AnimationWaiting
+
| t_bool
| valign="top" |
+
| True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).
t_bool
+
| class="cent" |
| valign="top" |
 
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| AnimationWaitingTime
AnimationWaitingTime
+
| t_int
| valign="top" |
+
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
t_int
+
| class="cent" |
| valign="top" |
 
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|}
 
|}
  
 
== ActiveText ==
 
== ActiveText ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="10" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
ActiveText
+
|-
| valign="top" class="scriptable" |
+
| rowspan="10"
 +
ActiveTe t
 +
| valign="top" |
 
TextActive
 
TextActive
| valign="top" class="scriptable" |
+
| valign="top" |
 
t_bool
 
t_bool
| valign="top" class="scriptable" |
+
| valign="top" |
 
True if the text is currently active.
 
True if the text is currently active.
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| TextBackground
TextBackground
+
| t_bool
| valign="top" |
+
| True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).
t_bool
+
| class="cent" |
| valign="top" |
 
True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| TextCurrentText
TextCurrentText
+
| t_string
| valign="top" |
+
| Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.
t_string
+
| class="cent" |
| valign="top" |
 
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| TextFont
TextFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font used for displaying this text.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font used for displaying this text.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| TextOwner
TextOwner
+
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]
| valign="top" |
+
| Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| TextPosition
TextPosition
+
| t_point
| valign="top" |
+
| Position on scene where the text is shown.
t_point
+
| class="cent" |
| valign="top" |
 
Position on scene where the text is shown.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| TextRemainingText
TextRemainingText
+
| t_string
| valign="top" |
+
| Remaining text after TextCurrentText.
t_string
+
| class="cent" |
| valign="top" |
 
Remaining text after TextCurrentText.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| TextTimeElapsed
TextTimeElapsed
+
| t_int
| valign="top" |
+
| time (in msec) elapsed since showing current part (TextCurrentText) of text.
t_int
+
| class="cent" |
| valign="top" |
 
time (in msec) elapsed since showing current part (TextCurrentText) of text.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| TextTimeToWait
TextTimeToWait
+
| t_int
| valign="top" |
+
| Total time (in msec) for showing current part (TextCurrentText) of text.
t_int
+
| class="cent" |
| valign="top" |
 
Total time (in msec) for showing current part (TextCurrentText) of text.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| TextWaitForAudio
TextWaitForAudio
+
| t_bool
| valign="top" |
+
| True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.
t_bool
+
| class="cent" |
| valign="top" |
 
True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|}
 
|}
  
 
== Animation ==
 
== Animation ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="15" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Animation
+
|-
| valign="top" |
+
| rowspan="15"
AnimationAction
+
Animati n
| valign="top" |
+
| AnimationAction
t_link to [[#Action|Action]]
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Action which is started when the animation is finished.
Action which is started when the animation is finished.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationCenter
AnimationCenter
+
| t_point
| valign="top" |
+
| Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).
t_point
+
| class="cent" |
| valign="top" |
 
Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationDirection
AnimationDirection
+
| t_int
| valign="top" |
+
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
t_int
+
| class="cent" |
| valign="top" |
 
Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationLoopRandom
AnimationLoopRandom
+
| t_bool
| valign="top" |
+
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationMirror
AnimationMirror
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).
t_link to [[#Animation|Animation]]
+
| class="cent" |
| valign="top" |
 
Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationModelAnimIndex (v4.0)
AnimationModelAnimIndex (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationModelAnimSpeed (v4.0)
AnimationModelAnimSpeed (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationMove
AnimationMove
+
| t_bool
| valign="top" |
+
| Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)
t_bool
+
| class="cent" |
| valign="top" |
 
Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationNumberOfLoops
AnimationNumberOfLoops
+
| t_int
| valign="top" |
+
| Number of loops. '0' if it is an endless animation.
t_int
+
| class="cent" |
| valign="top" |
 
Number of loops. '0' if it is an endless animation.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationPause
AnimationPause
+
| t_int
| valign="top" |
+
| Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).
t_int
+
| class="cent" |
| valign="top" |
 
Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationPosition
AnimationPosition
+
| t_point
| valign="top" |
+
| Upper left corner of animation on scene (or interface).
t_point
+
| class="cent" |
| valign="top" |
 
Upper left corner of animation on scene (or interface).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationPropertyFrames
AnimationPropertyFrames
+
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)
| valign="top" |
+
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
t_links to [[#AnimationFrame|AnimationFrame]] (parent)
+
| class="cent" |
| valign="top" |
 
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationReplay
AnimationReplay
+
| t_int
| valign="top" |
+
| eReplayNormal ('0'): animation loops are shown in normal order.<br/>
t_int
 
| valign="top" |
 
eReplayNormal ('0'): animation loops are shown in normal order.<br/>
 
 
eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/>
 
eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/>
 
eReplayRandom ('2'): all frames of an animation loop are shown in random order.
 
eReplayRandom ('2'): all frames of an animation loop are shown in random order.
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationSprites
AnimationSprites
+
| t_vsprites
| valign="top" |
+
| All sprites of the animation.
t_vsprites
+
| class="cent" |
| valign="top" |
 
All sprites of the animation.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationUseIndividualPause
AnimationUseIndividualPause
+
| t_bool
| valign="top" |
+
| If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== AnimationFrame ==
 
== AnimationFrame ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="5" valign="top" |
+
| rowspan="5"
AnimationFrame
+
AnimationFr me
| valign="top" |
+
| AnimationFrameAction
AnimationFrameAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| An action which will be started when this frame is shown.
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
An action which will be started when this frame is shown.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationFrameIndex
AnimationFrameIndex
+
| t_int
| valign="top" |
+
| Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.
t_int
+
| class="cent" |
| valign="top" |
 
Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationFrameSound
AnimationFrameSound
+
| t_path
| valign="top" |
+
| A sound which will be played when this frame is shown.
t_path
+
| class="cent" |
| valign="top" |
 
A sound which will be played when this frame is shown.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationFrameSoundBalance
AnimationFrameSoundBalance
+
| t_int
| valign="top" |
+
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
t_int
+
| class="cent" |
| valign="top" |
 
Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AnimationFrameSoundVolume
AnimationFrameSoundVolume
+
| t_int
| valign="top" |
+
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
t_int
+
| class="cent" |
| valign="top" |
 
Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== AreaAction ==
 
== AreaAction ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
| rowspan="3"
AreaAction
+
AreaActi n
| valign="top" |
+
| AreaActionAction
AreaActionAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AreaActionCharacter
AreaActionCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.
t_link to [[#Character|Character]]
+
| class="cent" |
| valign="top" |
 
If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| AreaActionExecuteAlways
AreaActionExecuteAlways
+
| t_bool
| valign="top" |
+
| If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.
t_bool
+
| class="cent" |
| valign="top" |
 
If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Button ==
 
== Button ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="18" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Button
+
|-
| valign="top" |
+
| rowspan="18"
ButtonActions
+
Butt n
| valign="top" |
+
| ButtonActions
t_links to [[#Action|Action]] (parent)
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions of this button.
All actions of this button.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonActiveSprite
ButtonActiveSprite
+
| t_link to [[#Sprite|Sprite]] (parent)
| valign="top" |
+
| Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.
t_link to [[#Sprite|Sprite]] (parent)
+
| class="cent" |
| valign="top" |
 
Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonAnimation
ButtonAnimation
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation which will be played automatically if the button is shown (see ButtonCondition).
t_link to [[#Animation|Animation]]
+
| class="cent" |
| valign="top" |
 
Animation which will be played automatically if the button is shown (see ButtonCondition).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonAnimations
ButtonAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| All animations of the button.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
All animations of the button.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonCommandType
ButtonCommandType
+
| t_int
| valign="top" |
+
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:<br>
t_int
 
| valign="top" |
 
Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:<br>
 
 
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). <br>
 
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). <br>
 
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').<br>
 
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').<br>
 
'2' (eButtonGive): give command (e.g. 'Give').<br>
 
'2' (eButtonGive): give command (e.g. 'Give').<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonCondition
ButtonCondition
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).
t_link to [[#Condition|Condition]]
+
| class="cent" |
| valign="top" |
 
If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonConditionNegate
ButtonConditionNegate
+
| t_bool
| valign="top" |
+
| If true then the condition ButtonCondition is negated. (see ButtonCondition)
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the condition ButtonCondition is negated. (see ButtonCondition)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonConjunction
ButtonConjunction
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').
t_link to [[#Text|Text]]
+
| class="cent" |
| valign="top" |
 
The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonCursor
ButtonCursor
+
| t_link to [[#Cursor|Cursor]]
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
t_link to [[#Cursor|Cursor]]
+
| class="cent" |
| valign="top" |
 
Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonDraggable
ButtonDraggable
+
| t_bool
| valign="top" |
+
| If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').
t_bool
+
| class="cent" |
| valign="top" |
 
If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonGroup
ButtonGroup
+
| t_links to [[#Button|Button]]
| valign="top" |
+
| List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).
t_links to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonInactiveSprite
ButtonInactiveSprite
+
| t_link to [[#Sprite|Sprite]] (parent)
| valign="top" |
+
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
t_link to [[#Sprite|Sprite]] (parent)
+
| class="cent" |
| valign="top" |
 
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonName
ButtonName
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
t_link to [[#Text|Text]]
+
| class="cent" |
| valign="top" |
 
Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonPolygon
ButtonPolygon
+
| t_vpoint
| valign="top" |
+
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
t_vpoint
+
| class="cent" |
| valign="top" |
 
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonType
ButtonType
+
| t_int
| valign="top" |
+
| Defines the type of this button:<br>
t_int
 
| valign="top" |
 
Defines the type of this button:<br>
 
 
'0' (eButtonPlaceholder): Placeholder for an item.<br>
 
'0' (eButtonPlaceholder): Placeholder for an item.<br>
 
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)<br>
 
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)<br>
Line 974: Line 722:
 
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)<br>
 
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)<br>
 
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).<br>
 
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonUse
ButtonUse
+
| t_int
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:<br>
t_int
 
| valign="top" |
 
Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:<br>
 
 
'0' (eUseOnAll): on objects (scene objects and items) and characters.<br>
 
'0' (eUseOnAll): on objects (scene objects and items) and characters.<br>
 
'1' (eUseOnCharacters): only on characters.<br>
 
'1' (eUseOnCharacters): only on characters.<br>
 
'2' (eUseOnObjects): only on objects (scene objects and items).<br>
 
'2' (eUseOnObjects): only on objects (scene objects and items).<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ButtonUseOnCurrentCharacter
ButtonUseOnCurrentCharacter
+
| t_bool
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.
t_bool
+
| class="cent" |
| valign="top" |
 
Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Character ==
 
== Character ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="46" valign="top" |
+
| rowspan="46"
Character
+
Charact r
| valign="top" |
+
| CharacterActions
CharacterActions
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions of the character.
t_links to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
All actions of the character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterActive
CharacterActive
+
| t_bool
| valign="top" |
+
| If true the character is shown and detected by the cursor. (default)
t_bool
+
| class="cent" |
| valign="top" |
 
If true the character is shown and detected by the cursor. (default)
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterActiveCommand
CharacterActiveCommand
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| Currently active command for this character. The button must have ButtonType = '3'.
t_link to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
Currently active command for this character. The button must have ButtonType = '3'.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterActiveDialogFont
CharacterActiveDialogFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which is used for a currently selected dialog part.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font which is used for a currently selected dialog part.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterAnimIndex
CharacterAnimIndex
+
| t_int
| valign="top" |
+
| Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).
t_int
+
| class="cent" |
| valign="top" |
 
Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterAnimState
CharacterAnimState
+
| t_int
| valign="top" |
+
| Type of currently playing character animation:<br>
t_int
 
| valign="top" |
 
Type of currently playing character animation:<br>
 
 
'0': No animation.<br>
 
'0': No animation.<br>
 
'1': Individual character animation.<br>
 
'1': Individual character animation.<br>
Line 1,088: Line 802:
 
'3': Talk animation.<br>
 
'3': Talk animation.<br>
 
'4': Standing animation.<br>
 
'4': Standing animation.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterCommentSets
CharacterCommentSets
+
| t_links to [[#CommentSet|CommentSet]] (parent)
| valign="top" |
+
| All comment sets of the character.
t_links to [[#CommentSet|CommentSet]] (parent)
+
| class="cent" |
| valign="top" |
 
All comment sets of the character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterConditions
CharacterConditions
+
| t_links to [[#Condition|Condition]] (parent)
| valign="top" |
+
| All conditions of the character.
t_links to [[#Condition|Condition]] (parent)
+
| class="cent" |
| valign="top" |
 
All conditions of the character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterCurrentCommentSet
CharacterCurrentCommentSet
+
| t_link to [[#CommentSet|CommentSet]]
| valign="top" |
+
| Currently used comment set.
t_link to [[#CommentSet|CommentSet]]
+
| class="cent" |
| valign="top" |
 
Currently used comment set.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterCurrentOutfit
CharacterCurrentOutfit
+
| t_link to [[#Outfit|Outfit]]
| valign="top" |
+
| Currently used outfit.
t_link to [[#Outfit|Outfit]]
+
| class="cent" |
| valign="top" |
 
Currently used outfit.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterDestination
CharacterDestination
+
| t_point
| valign="top" |
+
| Destination where the character is currently walking to.
t_point
+
| class="cent" |
| valign="top" |
 
Destination where the character is currently walking to.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterDestinationObject
CharacterDestinationObject
+
| t_point
| valign="top" |
+
| Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).
t_point
+
| class="cent" |
| valign="top" |
 
Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterDestVisibility
CharacterDestVisibility
+
| t_int
| valign="top" |
+
| The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.
t_int
+
| class="cent" |
| valign="top" |
 
The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterDialogActiveScrollDown
CharacterDialogActiveScrollDown
+
| t_sprite
| valign="top" |
+
| Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)
t_sprite
+
| class="cent" |
| valign="top" |
 
Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogActiveScrollUp
CharacterDialogActiveScrollUp
+
| t_sprite
| valign="top" |
+
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
t_sprite
+
| class="cent" |
| valign="top" |
 
Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogArea
CharacterDialogArea
+
| t_rect
| valign="top" |
+
| Defines the absolute position on the screen where the dialog is displayed.
t_rect
+
| class="cent" |
| valign="top" |
 
Defines the absolute position on the screen where the dialog is displayed.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogCursor
CharacterDialogCursor
+
| t_link to [[#Cursor|Cursor]]
| valign="top" |
+
| Cursor which will be displayed if a dialog is currently active.
t_link to [[#Cursor|Cursor]]
+
| class="cent" |
| valign="top" |
 
Cursor which will be displayed if a dialog is currently active.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogInactiveScrollUp
CharacterDialogInactiveScrollUp
+
| t_sprite
| valign="top" |
+
| Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
t_sprite
+
| class="cent" |
| valign="top" |
 
Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogInactiveScrollDown
CharacterDialogInactiveScrollDown
+
| t_sprite
| valign="top" |
+
| Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
t_sprite
+
| class="cent" |
| valign="top" |
 
Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogs
CharacterDialogs
+
| t_links to [[#Dialog|Dialog]] (parent)
| valign="top" |
+
| All dialogs which can be spoken with this character.
t_links to [[#Dialog|Dialog]] (parent)
+
| class="cent" |
| valign="top" |
 
All dialogs which can be spoken with this character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogSprite
CharacterDialogSprite
+
| t_sprite
| valign="top" |
+
| Sprite which is used as a background for dialogs.
t_sprite
+
| class="cent" |
| valign="top" |
 
Sprite which is used as a background for dialogs.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterDialogVerticalSpace
CharacterDialogVerticalSpace
+
| t_int
| valign="top" |
+
| Distance between two dialog part selections (in pixel).
t_int
+
| class="cent" |
| valign="top" |
 
Distance between two dialog part selections (in pixel).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterDirection
CharacterDirection
+
| t_int
| valign="top" |
+
| Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).
t_int
+
| class="cent" |
| valign="top" |
 
Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterFollowAction
CharacterFollowAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterFollowCharacter
CharacterFollowCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which this character is currently following.
t_link to [[#Character|Character]]
+
| class="cent" |
| valign="top" |
 
Character which this character is currently following.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterFollowReachDistance
CharacterFollowReachDistance
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterFont
CharacterFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which is used for all texts which are spoken by this character.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font which is used for all texts which are spoken by this character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterInactiveDialogFont
CharacterInactiveDialogFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterInterfaces
CharacterInterfaces
+
| t_links to [[#Interface|Interface]]
| valign="top" |
+
| All interfaces currently used for this character.
t_links to [[#Interface|Interface]]
+
| class="cent" |
| valign="top" |
 
All interfaces currently used for this character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterItems
CharacterItems
+
| t_links to [[#Object|Object]]
| valign="top" |
+
| All items which are picked up by this character.
t_links to [[#Object|Object]]
+
| class="cent" |
| valign="top" |
 
All items which are picked up by this character.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterItemsScrollPosition
CharacterItemsScrollPosition
+
| t_int
| valign="top" |
+
| Current scroll position of the items in the interface/inventory.
t_int
+
| class="cent" |
| valign="top" |
 
Current scroll position of the items in the interface/inventory.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterName
CharacterName
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| The name of the character (as shown in the action text).
t_link to [[#Text|Text]]
+
| class="cent" |
| valign="top" |
 
The name of the character (as shown in the action text).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CharacterOutfits
CharacterOutfits
+
| t_links to [[#Outfit|Outfit]] (parent)
| valign="top" |
+
| All outfits of the character.
t_links to [[#Outfit|Outfit]] (parent)
+
| class="cent" |
| valign="top" |
 
All outfits of the character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterPosition
CharacterPosition
+
| t_point
| valign="top" |
+
| Current position of character.
t_point
+
| class="cent" |
| valign="top" |
 
Current position of character.
 
| valign="top" align="center" |
 
 
Yes (if field is set and character is walking it will stop walking)
 
Yes (if field is set and character is walking it will stop walking)
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterScale
CharacterScale
+
| t_bool
| valign="top" |
+
| If false the character is not scaled and will always be drawn in the original size.
t_bool
+
| class="cent" |
| valign="top" |
 
If false the character is not scaled and will always be drawn in the original size.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterScaleFactor
CharacterScaleFactor
+
| t_int
| valign="top" |
+
| Factor in % the character is scaled with. Must be > '0' (default '100').
t_int
+
| class="cent" |
| valign="top" |
 
Factor in % the character is scaled with. Must be > '0' (default '100').
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterScene
CharacterScene
+
| t_link to [[#Scene|Scene]]
| valign="top" |
+
| Scene where the character is currently on.
t_link to [[#Scene|Scene]]
+
| class="cent" |
| valign="top" |
 
Scene where the character is currently on.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterSize
CharacterSize
+
| t_int
| valign="top" |
+
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.
t_int
+
| class="cent" |
| valign="top" |
 
Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.
 
| valign="top" align="center" |
 
 
- (read only)
 
- (read only)
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterStartObject
CharacterStartObject
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.
t_link to [[#Object|Object]]
+
| class="cent" |
| valign="top" |
 
Scene object where the character is standing (ObjectPosition) at the beginning of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterState
CharacterState
+
| t_int
| valign="top" |
+
| Current state of character:<br>
t_int
 
| valign="top" |
 
Current state of character:<br>
 
 
'2': standing.<br>
 
'2': standing.<br>
 
'3': walking.<br>
 
'3': walking.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes (only set to '2' to stop walking, do not set '3')
 
Yes (only set to '2' to stop walking, do not set '3')
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterTimeToDestVisibility
CharacterTimeToDestVisibility
+
| t_int
| valign="top" |
+
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.
t_int
+
| class="cent" |
| valign="top" |
 
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterTint
CharacterTint
+
| t_int
| valign="top" |
+
| Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.
t_int
+
| class="cent" |
| valign="top" |
 
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| CharacterValues
CharacterValues
+
| t_links to [[#Value|Value]] (parent)
| valign="top" |
+
| All values of the character.
t_links to [[#Value|Value]] (parent)
+
| class="cent" |
| valign="top" |
 
All values of the character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterVisibility
CharacterVisibility
+
| t_int
| valign="top" |
+
| Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).
t_int
+
| class="cent" |
| valign="top" |
 
Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| CharacterWalkingSound
CharacterWalkingSound
+
| t_path
| valign="top" |
+
| Sound which is played if the character is walking.
t_path
+
| class="cent" |
| valign="top" |
 
Sound which is played if the character is walking.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|}
 
|}
  
 
== CommentSet ==
 
== CommentSet ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="1" valign="top" |
+
| rowspan="1"
CommentSet
+
CommentS t
| valign="top" |
+
| CommentSetEntries
CommentSetEntries
+
| t_links to [[#CommentSetEntry|CommentSetEntry]]
| valign="top" |
+
| All comment set entries of this comment set.
t_links to [[#CommentSetEntry|CommentSetEntry]]
+
| class="cent" |
| valign="top" |
 
All comment set entries of this comment set.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== CommentSetEntry ==
 
== CommentSetEntry ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="2" valign="top" |
+
| rowspan="2"
CommentSetEntry
+
CommentSetE try
| valign="top" |
+
| CommentSetEntryText
CommentSetEntryText
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| Text for this comment.
t_link to [[#Text|Text]]
+
| class="cent" |
| valign="top" |
 
Text for this comment.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CommentSetEntryCommand
CommentSetEntryCommand
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.
t_link to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Condition ==
 
== Condition ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
| rowspan="8"
TCondition
+
TConditi n
| valign="top" |
+
| ConditionCondition1
ConditionCondition1
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| First condition for a combined condition (only used if ConditionIsVariable is false).
t_link to [[#Condition|Condition]]
+
| class="cent" |
| valign="top" |
 
First condition for a combined condition (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionCondition1Negate
ConditionCondition1Negate
+
| t_bool
| valign="top" |
+
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionCondition2
ConditionCondition2
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| Second condition for a combined condition (only used if ConditionIsVariable is false).
t_link to [[#Condition|Condition]]
+
| class="cent" |
| valign="top" |
 
Second condition for a combined condition (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionCondition2Negate
ConditionCondition2Negate
+
| t_bool
| valign="top" |
+
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionIsVariable
ConditionIsVariable
+
| t_bool
| valign="top" |
+
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
t_bool
+
| class="cent" |
| valign="top" |
 
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionOperator
ConditionOperator
+
| t_int
| valign="top" |
+
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):<br>
t_int
 
| valign="top" |
 
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):<br>
 
 
'0': logical AND.<br>
 
'0': logical AND.<br>
 
'1': logical OR.<br>
 
'1': logical OR.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ConditionReturnNegate
ConditionReturnNegate
+
| t_bool
| valign="top" |
+
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| ConditionValue
ConditionValue
+
| t_bool
| valign="top" |
+
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.
t_bool
+
| class="cent" |
| valign="top" |
 
Current value of condition. True or false. This is only used if ConditionIsVariable is true.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|}
 
|}
  
 
== Cursor ==
 
== Cursor ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Cursor
+
|-
| valign="top" |
+
| rowspan="3"
CursorActiveAnimation
+
Curs r
| valign="top" |
+
| CursorActiveAnimation
t_link to [[#Animation|Animation]]
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation of the active cursor.
Animation of the active cursor.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CursorHotspot
CursorHotspot
+
| t_point
| valign="top" |
+
| Point on the cursor which defines the 'center' of the cursor.
t_point
+
| class="cent" |
| valign="top" |
 
Point on the cursor which defines the 'center' of the cursor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| CursorInactiveAnimation
CursorInactiveAnimation
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation of the inactive cursor.
t_link to [[#Animation|Animation]]
+
| class="cent" |
| valign="top" |
 
Animation of the inactive cursor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Dialog ==
 
== Dialog ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
| rowspan="8"
Dialog
+
Dial g
| valign="top" |
+
| DialogDialogParts
DialogDialogParts
+
| t_links to [[#DialogPart|DialogPart]] (parent)
| valign="top" |
+
| All dialog part selections of this dialog.
t_links to [[#DialogPart|DialogPart]] (parent)
+
| class="cent" |
| valign="top" |
 
All dialog part selections of this dialog.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== DialogPart ==
 
== DialogPart ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="12" valign="top" |
+
| rowspan="12"
DialogPart
+
DialogPa t
| valign="top" |
+
| DialogPartAction
DialogPartAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartAltText
DialogPartAltText
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
t_link to [[#Text|Text]] (parent)
+
| class="cent" |
| valign="top" |
 
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartAnswerText
DialogPartAnswerText
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
t_link to [[#Text|Text]] (parent)
+
| class="cent" |
| valign="top" |
 
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| DialogPartAvailable
DialogPartAvailable
+
| t_bool
| valign="top" |
+
| If true then this dialog part is still available (see DialogPartRemove).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then this dialog part is still available (see DialogPartRemove).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| DialogPartCondition
DialogPartCondition
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
t_link to [[#Condition|Condition]]
+
| class="cent" |
| valign="top" |
 
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartConditionNegate
DialogPartConditionNegate
+
| t_bool
| valign="top" |
+
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartLinkedAction
DialogPartLinkedAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartNextDialog
DialogPartNextDialog
+
| t_link to [[#Dialog|Dialog]] (parent)
| valign="top" |
+
| Dialog which is shown when this dialog part is selected.
t_link to [[#Dialog|Dialog]] (parent)
+
| class="cent" |
| valign="top" |
 
Dialog which is shown when this dialog part is selected.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartRemove
DialogPartRemove
+
| t_bool
| valign="top" |
+
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartReturn
DialogPartReturn
+
| t_int
| valign="top" |
+
| Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):<br />
t_int
 
| valign="top" |
 
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):<br />
 
 
'0' (eDialogReturnToSame): the same dialog will be shown again.<br />
 
'0' (eDialogReturnToSame): the same dialog will be shown again.<br />
 
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.<br />
 
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.<br />
 
'2' (eDialogReturnToEnd): no dialog will be shown.<br />
 
'2' (eDialogReturnToEnd): no dialog will be shown.<br />
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartText
DialogPartText
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
t_link to [[#Text|Text]] (parent)
+
| class="cent" |
| valign="top" |
 
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| DialogPartUseAltText
DialogPartUseAltText
+
| t_bool
| valign="top" |
+
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Font ==
 
== Font ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Font
+
|-
| valign="top" |
+
| rowspan="8"
FontAlphabet
+
Fo t
| valign="top" |
+
| FontAlphabet
t_string
+
| t_string
| valign="top" |
+
| A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).
A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontAutoLineBreak
FontAutoLineBreak
+
| t_bool
| valign="top" |
+
| If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontLetters
FontLetters
+
| t_vrect
| valign="top" |
+
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
t_vrect
+
| class="cent" |
| valign="top" |
 
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontLetterSpacing
FontLetterSpacing
+
| t_int
| valign="top" |
+
| Horizontal distance between two characters (in pixel).
t_int
+
| class="cent" |
| valign="top" |
 
Horizontal distance between two characters (in pixel).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontLineWidth
FontLineWidth
+
| t_int
| valign="top" |
+
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
t_int
+
| class="cent" |
| valign="top" |
 
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontSpaceWidth
FontSpaceWidth
+
| t_int
| valign="top" |
+
| Width of space (in pixel).
t_int
+
| class="cent" |
| valign="top" |
 
Width of space (in pixel).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontSprite
FontSprite
+
| t_sprite
| valign="top" |
+
| Sprite with all characters of the font.
t_sprite
+
| class="cent" |
| valign="top" |
 
Sprite with all characters of the font.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| FontVerticalLetterSpacing
FontVerticalLetterSpacing
+
| t_int
| valign="top" |
+
| Vertical distance between two characters (in pixel).
t_int
+
| class="cent" |
| valign="top" |
 
Vertical distance between two characters (in pixel).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Game ==
 
== Game ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="104" valign="top" |
+
| rowspan="104"
Game
+
Ga e
| valign="top" |
+
| GameAbout
GameAbout
+
| t_string
| valign="top" |
+
| Long description of game, authors can make additional comments here.
t_string
+
| class="cent" |
| valign="top" |
 
Long description of game, authors can make additional comments here.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameActions
GameActions
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions which can be started with a key. The key value is stored in ActionExecutionType.
t_links to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
All actions which can be started with a key. The key value is stored in ActionExecutionType.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameActionTextFont
GameActionTextFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameActionTextRect
GameActionTextRect
+
| t_rect
| valign="top" |
+
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
t_rect
+
| class="cent" |
| valign="top" |
 
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameActiveCommand
GameActiveCommand
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| The currently active command.
t_link to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
The currently active command.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameAlignCharacterOnImExecution
GameAlignCharacterOnImExecution
+
| t_bool
| valign="top" |
+
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameAlwaysAllowSkipText
GameAlwaysAllowSkipText
+
| t_bool
| valign="top" |
+
| If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).
t_bool
+
| class="cent" |
| valign="top" |
 
If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameAutoHideInterfacesInMenu
GameAutoHideInterfacesInMenu
+
| t_bool
| valign="top" |
+
| If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.
t_bool
+
| class="cent" |
| valign="top" |
 
If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameCharacterComposedFile
GameCharacterComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the character when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the character when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameCharacterComposedFiles
GameCharacterComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed character files:<br>
t_int
 
| valign="top" |
 
The number of composed character files:<br>
 
 
'0' (eMainContainer): All characters are stored in the main container.<br>
 
'0' (eMainContainer): All characters are stored in the main container.<br>
 
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.<br>
 
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.<br>
 
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).<br>
 
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameCharacterLinks
GameCharacterLinks
+
| t_links to [[#Character|Character]] (parent)
| valign="top" |
+
| All characters of the game.
t_links to [[#Character|Character]] (parent)
+
| class="cent" |
| valign="top" |
 
All characters of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCommandBehaviour
GameCommandBehaviour
+
| t_int
| valign="top" |
+
| Behavior for selecting the standard command.<br>
t_int
 
| valign="top" |
 
Behavior for selecting the standard command.<br>
 
 
'0'(eStdCommandAlways): set standard command after executing an action.<br>
 
'0'(eStdCommandAlways): set standard command after executing an action.<br>
 
'1' (eSetStdCommandNever): never set standard command.<br>
 
'1' (eSetStdCommandNever): never set standard command.<br>
 
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.<br>
 
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameCompanyName
GameCompanyName
+
| t_string
| valign="top" |
+
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
t_string
+
| class="cent" |
| valign="top" |
 
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameComposedFile
GameComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the main output file (.vis file) when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the main output file (.vis file) when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCurrentCharacter
GameCurrentCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which is currently controlled by the player (active character).
t_link to [[#Character|Character]]
+
| class="cent" |
| valign="top" |
 
Character which is currently controlled by the player (active character).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameCurrentObject
GameCurrentObject
+
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]
| valign="top" |
+
| The object currently below the cursor.
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
The object currently below the cursor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCurrentScene
GameCurrentScene
+
| t_link to [[#Scene|Scene]]
| valign="top" |
+
| Scene which is currently shown.
t_link to [[#Scene|Scene]]
+
| class="cent" |
| valign="top" |
 
Scene which is currently shown.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCursorHorizontalScrollDistance
GameCursorHorizontalScrollDistance
+
| t_int
| valign="top" |
+
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.
t_int
+
| class="cent" |
| valign="top" |
 
Distance of cursor to the left or right screen border where horizontal scrolling will be started.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCursorVerticalScrollDistance
GameCursorVerticalScrollDistance
+
| t_int
| valign="top" |
+
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
t_int
+
| class="cent" |
| valign="top" |
 
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameCursors
GameCursors
+
| t_links to [[#Cursor|Cursor]] (parent)
| valign="top" |
+
| All cursors of the game.
t_links to [[#Cursor|Cursor]] (parent)
+
| class="cent" |
| valign="top" |
 
All cursors of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameCutsceneAction
GameCutsceneAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| If a cutscene is active this links to the action which started (and should stop) the cutscene.
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
If a cutscene is active this links to the action which started (and should stop) the cutscene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameDescription
GameDescription
+
| t_string
| valign="top" |
+
| Short description of the game.
t_string
+
| class="cent" |
| valign="top" |
 
Short description of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDestinationCommand
GameDestinationCommand
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
t_link to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDestinationEvent
GameDestinationEvent
+
| t_int
| valign="top" |
+
| When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:<br>
t_int
 
| valign="top" |
 
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:<br>
 
 
'0': no event.<br>
 
'0': no event.<br>
 
'1': left mousebutton click.<br>
 
'1': left mousebutton click.<br>
Line 2,331: Line 1,671:
 
'5': mouse enters area.<br>
 
'5': mouse enters area.<br>
 
'6': mouse leaves area.<br>
 
'6': mouse leaves area.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDestinationItem
GameDestinationItem
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.
t_link to [[#Object|Object]]
+
| class="cent" |
| valign="top" |
 
When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDestinationItemPicked
GameDestinationItemPicked
+
| t_bool
| valign="top" |
+
| When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.
t_bool
+
| class="cent" |
| valign="top" |
 
When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameDialog
GameDialog
+
| t_link to [[#Dialog|Dialog]]
| valign="top" |
+
| Currently displayed dialog.
t_link to [[#Dialog|Dialog]]
+
| class="cent" |
| valign="top" |
 
Currently displayed dialog.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameDialogAction
GameDialogAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Running action which contains the text for the current dialog.
t_link to [[#Action|Action]]
+
| class="cent" |
| valign="top" |
 
Running action which contains the text for the current dialog.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDraggableItems
GameDraggableItems
+
| t_bool
| valign="top" |
+
| True if objects can be dragged from the interface.
t_bool
+
| class="cent" |
| valign="top" |
 
True if objects can be dragged from the interface.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameDrawActionText
GameDrawActionText
+
| t_int
| valign="top" |
+
| Defines if and where the action text is drawn:<br>
t_int
 
| valign="top" |
 
Defines if and where the action text is drawn:<br>
 
 
'0' (eDrawNoActionText): do not draw action text.<br>
 
'0' (eDrawNoActionText): do not draw action text.<br>
 
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.<br>
 
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.<br>
 
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.<br>
 
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameExecuteActionsDuringDialog
GameExecuteActionsDuringDialog
+
| t_bool
| valign="top" |
+
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameFadeDelay
GameFadeDelay
+
| t_int
| valign="top" |
+
| Delay in milli seconds for fade in/out of a scene.
t_int
+
| class="cent" |
| valign="top" |
 
Delay in milli seconds for fade in/out of a scene.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameFadeEffect
GameFadeEffect
+
| t_int
| valign="top" |
+
| Effect for fade in/out of a scene.<br>
t_int
 
| valign="top" |
 
Effect for fade in/out of a scene.<br>
 
 
'0' (eFadeNo): no effect. display new scene immediately.<br>
 
'0' (eFadeNo): no effect. display new scene immediately.<br>
 
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.<br>
 
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.<br>
Line 2,442: Line 1,755:
 
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.<br>
 
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.<br>
 
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.<br>
 
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameFirstCharacter
GameFirstCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which is used for starting the game. This is the character which is controlled by the player.
t_link to [[#Character|Character]]
+
| class="cent" |
| valign="top" |
 
Character which is used for starting the game. This is the character which is controlled by the player.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameFirstScene
GameFirstScene
+
| t_link to [[#Scene|Scene]]
| valign="top" |
+
| The first scene of the game (which is shown after the loading screen)
t_link to [[#Scene|Scene]]
+
| class="cent" |
| valign="top" |
 
The first scene of the game (which is shown after the loading screen)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameFontLinks
GameFontLinks
+
| t_links to [[#Font|Font]] (parent)
| valign="top" |
+
| All fonts of the game.
t_links to [[#Font|Font]] (parent)
+
| class="cent" |
| valign="top" |
 
All fonts of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameFullScreenIntro
GameFullScreenIntro
+
| t_bool
| valign="top" |
+
| True if the intro movie is scaled to fullscreen.
t_bool
+
| class="cent" |
| valign="top" |
 
True if the intro movie is scaled to fullscreen.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameGameComposedFile
GameGameComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameGameComposedFiles
GameGameComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed game files:<br>
t_int
 
| valign="top" |
 
The number of composed game files:<br>
 
 
'0' (eMainContainer): The game object is stored in the main container.<br>
 
'0' (eMainContainer): The game object is stored in the main container.<br>
 
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.<br>
 
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameGameName
GameGameName
+
| t_string
| valign="top" |
+
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
t_string
+
| class="cent" |
| valign="top" |
 
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameHiddenDialog
GameHiddenDialog
+
| t_link to [[#Dialog|Dialog]]
| valign="top" |
+
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.
t_link to [[#Dialog|Dialog]]
+
| class="cent" |
| valign="top" |
 
If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameHoldTime
GameHoldTime
+
| t_int
| valign="top" |
+
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
t_int
+
| class="cent" |
| valign="top" |
 
Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameHorizontalScrollDistance
GameHorizontalScrollDistance
+
| t_int
| valign="top" |
+
| If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.
t_int
+
| class="cent" |
| valign="top" |
 
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameId
GameId
+
| t_string
| valign="top" |
+
| Unique Identification number. Used for savegames in order to only load savegames for correct game.
t_string
+
| class="cent" |
| valign="top" |
 
Unique Identification number. Used for savegames in order to only load savegames for correct game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameInterfaces
GameInterfaces
+
| t_links to [[#Interface|Interface]] (parent)
| valign="top" |
+
| All interfaces of the game.
t_links to [[#Interface|Interface]] (parent)
+
| class="cent" |
| valign="top" |
 
All interfaces of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameInterfaceClasses
GameInterfaceClasses
+
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)
| valign="top" |
+
| All interface classes of the game.
t_links to [[#InterfaceClass|InterfaceClass]] (parent)
+
| class="cent" |
| valign="top" |
 
All interface classes of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameInterfaceComposedFile
GameInterfaceComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the interface when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the interface when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameInterfaceComposedFiles
GameInterfaceComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed interface files:<br>
t_int
 
| valign="top" |
 
The number of composed interface files:<br>
 
 
'0' (eMainContainer): All interfaces are stored in the main container.<br>
 
'0' (eMainContainer): All interfaces are stored in the main container.<br>
 
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.<br>
 
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.<br>
 
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).<br>
 
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).<br>
| valign="top" align="center" |
+
| class="cent" |
 
|-
 
|-
| valign="top" |
+
| GameIntro
GameIntro
+
| t_path
| valign="top" |
+
| Intro movie which will be played at the beginning of the game.
t_path
+
| class="cent" |
| valign="top" |
 
Intro movie which will be played at the beginning of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameItems
GameItems
+
| t_links to [[#Object|Object]] (parent)
| valign="top" |
+
| All items of the game.
t_links to [[#Object|Object]] (parent)
+
| class="cent" |
| valign="top" |
 
All items of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameLanguages
GameLanguages
+
| t_links to [[#Language|Language]] (parent)
| valign="top" |
+
| All languages of the game.
t_links to [[#Language|Language]] (parent)
+
| class="cent" |
| valign="top" |
 
All languages of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameLeftClickAction
GameLeftClickAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| An action which will be started if the left mouse button is clicked.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
An action which will be started if the left mouse button is clicked.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameLeftDblClickAction
GameLeftDblClickAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| An action which will be started if the left mouse button is double clicked.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
An action which will be started if the left mouse button is double clicked.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameLeftHoldAction
GameLeftHoldAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameLeftHoldingAction
GameLeftHoldingAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameLeftMouseClick
GameLeftMouseClick
+
| t_int
| valign="top" |
+
| Defines what a left mouse click is used for:<br>
t_int
 
| valign="top" |
 
Defines what a left mouse click is used for:<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameLeftMouseDblClick
GameLeftMouseDblClick
+
| t_int
| valign="top" |
+
| Defines what a left double click is used for:<br>
t_int
 
| valign="top" |
 
Defines what a left double click is used for:<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftDblClickAction).<br>
 
'3' (eStandardAction): used for standard action (GameLeftDblClickAction).<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameLeftMouseHold
GameLeftMouseHold
+
| t_int
| valign="top" |
+
| Defines what the event 'left mouse button hold' is used for when the button is released.<br>
t_int
 
| valign="top" |
 
Defines what the event 'left mouse button hold' is used for when the button is released.<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldAction).<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameLeftMouseHolding
GameLeftMouseHolding
+
| t_int
| valign="top" |
+
| Defines what the event 'left mouse button hold' is used for when the button is pressed.<br>
t_int
 
| valign="top" |
 
Defines what the event 'left mouse button hold' is used for when the button is pressed.<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameLoading
GameLoading
+
| t_link to [[#Loading|Loading]] (parent)
| valign="top" |
+
| The loading screen. (is shown on startup when the game is loaded)
t_link to [[#Loading|Loading]] (parent)
+
| class="cent" |
| valign="top" |
 
The loading screen. (is shown on startup when the game is loaded)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameMinificationFilter
GameMinificationFilter
+
| t_int
| valign="top" |
+
| Filter for minification of textures (scaling of character images).<br>
t_int
 
| valign="top" |
 
Filter for minification of textures (scaling of character images).<br>
 
 
'0': Linear interpolation.<br>
 
'0': Linear interpolation.<br>
 
'1': Nearest neighbor.<br>
 
'1': Nearest neighbor.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameMagnificationFilter
GameMagnificationFilter
+
| t_int
| valign="top" |
+
| Filter for magnification of textures (scaling of character images).<br>
t_int
 
| valign="top" |
 
Filter for magnification of textures (scaling of character images).<br>
 
 
'0' (eLinearInterpolation): Linear interpolation.<br>
 
'0' (eLinearInterpolation): Linear interpolation.<br>
 
'1' (eNearestNeighborInterpolation): Nearest neighbor.<br>
 
'1' (eNearestNeighborInterpolation): Nearest neighbor.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameMovieComposedFile
GameMovieComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the movies when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the movies when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameMovieComposedFiles
GameMovieComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed movie files:<br>
t_int
 
| valign="top" |
 
The number of composed movie files:<br>
 
 
'0' (eMainContainer): All movies are stored in the main container.<br>
 
'0' (eMainContainer): All movies are stored in the main container.<br>
 
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.<br>
 
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameObjectFont
GameObjectFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameParticleContainerLinks
GameParticleContainerLinks
+
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)
| valign="top" |
+
| All particle systems of the game.
t_links to [[#ParticleContainer|ParticleContainer]] (parent)
+
| class="cent" |
| valign="top" |
 
All particle systems of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GamePicBufferSize
GamePicBufferSize
+
| t_int
| valign="top" |
+
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).
t_int
+
| class="cent" |
| valign="top" |
 
Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GamePictureCacheSize
GamePictureCacheSize
+
| t_int
| valign="top" |
+
| Size in MB for cache which stores the recently loaded images.
t_int
+
| class="cent" |
| valign="top" |
 
Size in MB for cache which stores the recently loaded images.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GamePreloadPicThreads
GamePreloadPicThreads
+
| t_int
| valign="top" |
+
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
t_int
+
| class="cent" |
| valign="top" |
 
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GamePreloadedPicBufferSize
GamePreloadedPicBufferSize
+
| t_int
| valign="top" |
+
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).
t_int
+
| class="cent" |
| valign="top" |
 
Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameQuake
GameQuake
+
| t_bool
| valign="top" |
+
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
t_bool
+
| class="cent" |
| valign="top" |
 
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameQuakeForce
GameQuakeForce
+
| t_int
| valign="top" |
+
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
t_int
+
| class="cent" |
| valign="top" |
 
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameQuakeSpeed
GameQuakeSpeed
+
| t_int
| valign="top" |
+
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.
t_int
+
| class="cent" |
| valign="top" |
 
Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameRegisteredEventHandlers (v4.0)
GameRegisteredEventHandlers (v4.0)
+
| t_string
| valign="top" |
+
| All registered event handlers.
t_string
+
| class="cent" |
| valign="top" |
 
All registered event handlers.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameReserved
GameReserved
+
| t_string
| valign="top" |
+
| Licence number.
t_string
+
| class="cent" |
| valign="top" |
 
Licence number.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameRightClickAction
GameRightClickAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameRightMouseClick
GameRightMouseClick
+
| t_int
| valign="top" |
+
| Defines what the right mouse button is used for.<br>
t_int
 
| valign="top" |
 
Defines what the right mouse button is used for.<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'1' (eActivateStandardCommand): activates standard command.<br>
 
'1' (eActivateStandardCommand): activates standard command.<br>
Line 2,949: Line 2,130:
 
'3' (eStandardAction): used for standard action (GameRightClickAction).<br>
 
'3' (eStandardAction): used for standard action (GameRightClickAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameSavedObject
GameSavedObject
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
t_link to [[#Object|Object]]
+
| class="cent" |
| valign="top" |
 
Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameSaveGameName
GameSaveGameName
+
| t_string
| valign="top" |
+
| Used to store name of current savegame.
t_string
+
| class="cent" |
| valign="top" |
 
Used to store name of current savegame.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameSceneComposedFile
GameSceneComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the scenes when compiling the game.
t_path
+
| class="cent" |
| valign="top" |
 
Defines the filename for composing the scenes when compiling the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameSceneComposedFiles
GameSceneComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed scene files:<br>
t_int
 
| valign="top" |
 
The number of composed scene files:<br>
 
 
'0' (eMainContainer): All scenes are stored in the main container.<br>
 
'0' (eMainContainer): All scenes are stored in the main container.<br>
 
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.<br>
 
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.<br>
 
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).<br>
 
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameSceneLinks
GameSceneLinks
+
| t_links to [[#Scene|Scene]] (parent)
| valign="top" |
+
| All scenes of the game.
t_links to [[#Scene|Scene]] (parent)
+
| class="cent" |
| valign="top" |
 
All scenes of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameScriptLinks
GameScriptLinks
+
| t_links to [[#Script|Script]] (parent)
| valign="top" |
+
| All scripts of the game.
t_links to [[#Script|Script]] (parent)
+
| class="cent" |
| valign="top" |
 
All scripts of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameScrollCenterCharacter
GameScrollCenterCharacter
+
| t_bool
| valign="top" |
+
| If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameScrollCharacter
GameScrollCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
t_link to [[#Character|Character]]
+
| class="cent" |
| valign="top" |
 
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameScrollDirectionHorizontal
GameScrollDirectionHorizontal
+
| t_int
| valign="top" |
+
| Horizontal direction the scene is currently scrolling.<br>
t_int
 
| valign="top" |
 
Horizontal direction the scene is currently scrolling.<br>
 
 
'0': currently no horizontal scrolling.<br>
 
'0': currently no horizontal scrolling.<br>
 
'1': currently scrolling to the left.<br>
 
'1': currently scrolling to the left.<br>
 
'2': currently scrolling to the right.<br>
 
'2': currently scrolling to the right.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameScrollDirectionVertical
GameScrollDirectionVertical
+
| t_int
| valign="top" |
+
| Vertical direction the scene is currently scrolling.<br>
t_int
 
| valign="top" |
 
Vertical direction the scene is currently scrolling.<br>
 
 
'0': currently no vertical scrolling.<br>
 
'0': currently no vertical scrolling.<br>
 
'3': currently scrolling to the top.<br>
 
'3': currently scrolling to the top.<br>
 
'4': currently scrolling to the bottom.<br>
 
'4': currently scrolling to the bottom.<br>
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameScrollPosition
GameScrollPosition
+
| t_point
| valign="top" |
+
| Upper left corner of current scroll position (on current scene).
t_point
+
| class="cent" |
| valign="top" |
 
Upper left corner of current scroll position (on current scene).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameScrollSpeed
GameScrollSpeed
+
| t_int
| valign="top" |
+
| Number of pixels which will be scrolled in one second.
t_int
+
| class="cent" |
| valign="top" |
 
Number of pixels which will be scrolled in one second.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameScrollToPoint
GameScrollToPoint
+
| t_point
| valign="top" |
+
| Upper left corner the current scene is scrolling to.
t_point
+
| class="cent" |
| valign="top" |
 
Upper left corner the current scene is scrolling to.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameScrollTo
GameScrollTo
+
| t_bool
| valign="top" |
+
| If true the scene is currently scrolling to GameScrollToPoint.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the scene is currently scrolling to GameScrollToPoint.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameSpeakerTextAlignment
GameSpeakerTextAlignment
+
| t_int
| valign="top" |
+
| Defines alignment of speaker text:<br>
t_int
 
| valign="top" |
 
Defines alignment of speaker text:<br>
 
 
'0' (eAlignLeft): Align left.<br>
 
'0' (eAlignLeft): Align left.<br>
 
'1' (eAlignRight): Align right.<br>
 
'1' (eAlignRight): Align right.<br>
Line 3,129: Line 2,265:
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameSpeechLanguage (v4.0)
GameSpeechLanguage (v4.0)
+
| t_link to [[#Language|Language]]
| valign="top" |
+
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.
t_link to [[#Language|Language]]
+
| class="cent" |
| valign="top" |
 
Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameStandardLanguage
GameStandardLanguage
+
| t_link to [[#Language|Language]]
| valign="top" |
+
| Defines the currently used language.
t_link to [[#Language|Language]]
+
| class="cent" |
| valign="top" |
 
Defines the currently used language.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| GameStartAction
GameStartAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| This action will be executed once at the beginning of the game (after the game was loaded).
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
This action will be executed once at the beginning of the game (after the game was loaded).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameTextAlignment
GameTextAlignment
+
| t_int
| valign="top" |
+
| Defines alignment of spoken text:<br>
t_int
 
| valign="top" |
 
Defines alignment of spoken text:<br>
 
 
'0' (eAlignLeft): Align left.<br>
 
'0' (eAlignLeft): Align left.<br>
 
'1' (eAlignRight): Align right.<br>
 
'1' (eAlignRight): Align right.<br>
Line 3,179: Line 2,303:
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameTextOutput
GameTextOutput
+
| t_int
| valign="top" |
+
| Defines if spoken texts should be printed and/or spoken:<br>
t_int
 
| valign="top" |
 
Defines if spoken texts should be printed and/or spoken:<br>
 
 
'0' (eTextAndSpeechOutput): Display text and play speech file.<br>
 
'0' (eTextAndSpeechOutput): Display text and play speech file.<br>
 
'1' (eOnlySpeechOutput): Only play speech file.<br>
 
'1' (eOnlySpeechOutput): Only play speech file.<br>
 
'2' (eOnlyTextOutput): Only display text.<br>
 
'2' (eOnlyTextOutput): Only display text.<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameTextSpeed
GameTextSpeed
+
| t_int
| valign="top" |
+
| Speed for displaying texts (in %). Default is 100.
t_int
+
| class="cent" |
| valign="top" |
 
Speed for displaying texts (in %). Default is 100.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameTextureFilter (v4.0)
GameTextureFilter (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameUsedItem
GameUsedItem
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
t_link to [[#Object|Object]]
+
| class="cent" |
| valign="top" |
 
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameVersion
GameVersion
+
| t_string
| valign="top" |
+
| Version number of the game.
t_string
+
| class="cent" |
| valign="top" |
 
Version number of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameVerticalScrollDistance
GameVerticalScrollDistance
+
| t_int
| valign="top" |
+
| If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.
t_int
+
| class="cent" |
| valign="top" |
 
If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| GameVideosEncrypted
GameVideosEncrypted
+
| t_bool
| valign="top" |
+
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| GameWindowResolution
GameWindowResolution
+
| t_point
| valign="top" |
+
| Screen resolution (e.g. 640x480).
t_point
+
| class="cent" |
| valign="top" |
 
Screen resolution (e.g. 640x480).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Interface ==
 
== Interface ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="20" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Interface
+
|-
| valign="top" |
+
| rowspan="20"
InterfaceActionTextFont
+
Interfa e
| valign="top" |
+
| InterfaceActionTextFont
t_link to [[#Font|Font]]
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which will be used for the action text - only used if InterfaceDrawActionText is true.
Font which will be used for the action text - only used if InterfaceDrawActionText is true.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceActionTextRect
InterfaceActionTextRect
+
| t_rect
| valign="top" |
+
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.
t_rect
+
| class="cent" |
| valign="top" |
 
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceBorder
InterfaceBorder
+
| t_vpoint
| valign="top" |
+
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.
t_vpoint
+
| class="cent" |
| valign="top" |
 
Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceButtons
InterfaceButtons
+
| t_links to [[#Button|Button]] (parent)
| valign="top" |
+
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items
t_links to [[#Button|Button]] (parent)
+
| class="cent" |
| valign="top" |
 
All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceClass
InterfaceClass
+
| t_link to [[#InterfaceClass|InterfaceClass]]
| valign="top" |
+
| The class this interface belongs to.
t_link to [[#InterfaceClass|InterfaceClass]]
+
| class="cent" |
| valign="top" |
 
The class this interface belongs to.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceConditions
InterfaceConditions
+
| t_links to [[#Condition|Condition]] (parent)
| valign="top" |
+
| The conditions of the interface.
t_links to [[#Condition|Condition]] (parent)
+
| class="cent" |
| valign="top" |
 
The conditions of the interface.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceDestVisibility
InterfaceDestVisibility
+
| t_int
| valign="top" |
+
| The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.
t_int
+
| class="cent" |
| valign="top" |
 
The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceDisplacement
InterfaceDisplacement
+
| t_int
| valign="top" |
+
| Defines where the interface is shown:<br>
t_int
 
| valign="top" |
 
Defines where the interface is shown:<br>
 
 
'0': top.<br>
 
'0': top.<br>
 
'1': bottom.<br>
 
'1': bottom.<br>
Line 3,383: Line 2,449:
 
'4': absolute, position on screen defined by InterfaceOffset.<br>
 
'4': absolute, position on screen defined by InterfaceOffset.<br>
 
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).<br>
 
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).<br>
| valign="top" align="center" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceDrawActionText
InterfaceDrawActionText
+
| t_bool
| valign="top" |
+
| Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).
t_bool
+
| class="cent" |
| valign="top" |
 
Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceLeaveAction
InterfaceLeaveAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).
t_link to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceOffset
InterfaceOffset
+
| t_point
| valign="top" |
+
| Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')
t_point
+
| class="cent" |
| valign="top" |
 
Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| InterfacePosition
InterfacePosition
+
| t_point
| valign="top" |
+
| Absolute position of upper left corner of interface.
t_point
+
| class="cent" |
| valign="top" |
 
Absolute position of upper left corner of interface.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceScrollStepSize
InterfaceScrollStepSize
+
| t_int
| valign="top" |
+
| Defines how many item positions will be scrolled if a scroll arrow is pushed.
t_int
+
| class="cent" |
| valign="top" |
 
Defines how many item positions will be scrolled if a scroll arrow is pushed.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceSize
InterfaceSize
+
| t_int
| valign="top" |
+
| Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if > '0' and InterfaceDisplacement is '0', '1', '2' or '3'.  
t_int
+
| class="cent" |
| valign="top" |
 
Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if > '0' and InterfaceDisplacement is '0', '1', '2' or '3'.  
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| InterfaceSprite
InterfaceSprite
+
| t_sprite
| valign="top" |
+
| Background sprite of the interface.
t_sprite
+
| -
| valign="top" |
+
| class="cent" |
Background sprite of the interface.
 
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| InterfaceStandardCommand
InterfaceStandardCommand
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| Button which is the standard command (usually 'Walk to') for this interface.
t_link to [[#Button|Button]]
+
| class="cent" |
| valign="top" |
 
Button which is the standard command (usually 'Walk to') for this interface.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceTimeToDestVisibility
InterfaceTimeToDestVisibility
+
| t_int
| valign="top" |
+
| Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.
t_int
+
| class="cent" |
| valign="top" |
 
Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| InterfaceValues
InterfaceValues
+
| t_links to [[#Values|Values]] (parent)
| valign="top" |
+
| The values of the interface.
t_links to [[#Values|Values]] (parent)
+
| class="cent" |
| valign="top" |
 
The values of the interface.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceVisibility
InterfaceVisibility
+
| t_int
| valign="top" |
+
| Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.
t_int
+
| class="cent" |
| valign="top" |
 
Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
|- class="scriptable"
+
|-  
| valign="top" |
+
| InterfaceVisible
InterfaceVisible
+
| t_bool
| valign="top" |
+
| If true the interface is visible - supposed the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.
t_bool
+
| class="cent" |
| valign="top" |
 
If true the interface is visible - supposed the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|}
 
|}
  
 
== InterfaceClass ==
 
== InterfaceClass ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
InterfaceClass
+
|-
| valign="top" |
+
| InterfaceClass
InterfaceClassName
+
| InterfaceClassName
| valign="top" |
+
| t_string
t_string
+
| Interface class name. The name of the object itself will be set to the translated class name.
| valign="top" |
+
| class="cent" |
Interface class name. The name of the object itself will be set to the translated class name.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Language ==
 
== Language ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Language
+
|-
| valign="top" |
+
| Language
 +
| -
 +
| -
 +
| Language name is defined by name of each language object.
 +
| class="cent" |
 
-
 
-
| valign="top" |
+
| class="cent" |
-
 
| valign="top" |
 
Language name is defined by name of each language object.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
 
|}
 
|}
  
 
== Loading ==
 
== Loading ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="4" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Loading
+
|-
| valign="top" |
+
| rowspan="4"
LoadingMusic
+
Loadi g
| valign="top" |
+
| LoadingMusic
t_path
+
| t_path
| valign="top" |
+
| Music which is played while the loading screen is shown.
Music which is played while the loading screen is shown.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| LoadingSprite
LoadingSprite
+
| t_sprite
| valign="top" |
+
| Background sprite of the loading screen.
t_sprite
+
| class="cent" |
| valign="top" |
 
Background sprite of the loading screen.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| LoadingStatusCover
LoadingStatusCover
+
| t_bool
| valign="top" |
+
| If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).
t_bool
+
| class="cent" |
| valign="top" |
 
If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| LoadingStatusSprite
LoadingStatusSprite
+
| t_sprite
| valign="top" |
+
| Sprite for progress bar.
t_sprite
+
| class="cent" |
| valign="top" |
 
Sprite for progress bar.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Object ==
 
== Object ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="23" valign="top" |
+
| rowspan="23"
Object
+
Obje t
| valign="top" |
+
| ObjectActions
ObjectActions
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions of the object. ActionExecutionType defines when the action is started.
t_links to [[#Action|Action]] (parent)
+
| class="cent" |
| valign="top" |
 
All actions of the object. ActionExecutionType defines when the action is started.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectAnimation
ObjectAnimation
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation which is automatically started if this object is active (see ObjectCondition).
t_link to [[#Animation|Animation]]
+
| class="cent" |
| valign="top" |
 
Animation which is automatically started if this object is active (see ObjectCondition).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectAnimations
ObjectAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| All animations of the object.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
All animations of the object.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectCenter
ObjectCenter
+
| t_int
| valign="top" |
+
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.
t_int
+
| class="cent" |
| valign="top" |
 
Defines the line number (y coordinate) which decides if a character is in front or behind this object.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectCondition
ObjectCondition
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).
t_link to [[#Condition|Condition]]
+
| class="cent" |
| valign="top" |
 
If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectConditionNegate
ObjectConditionNegate
+
| t_bool
| valign="top" |
+
| falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden
t_bool
+
| class="cent" |
| valign="top" |
 
falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectConditions
ObjectConditions
+
| t_links to [[#Condition|Condition]] (parent)
| valign="top" |
+
| If true then the condition ButtonCondition is negated. (see ButtonCondition)
t_links to [[#Condition|Condition]] (parent)
+
| class="cent" |
| valign="top" |
 
If true then the condition ButtonCondition is negated. (see ButtonCondition)
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| ObjectDestVisibility
ObjectDestVisibility
+
| t_int
| valign="top" |
+
| The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.
t_int
+
| class="cent" |
| valign="top" |
 
The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| ObjectDirection
ObjectDirection
+
| t_int
| valign="top" |
+
| Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).
t_int
+
| class="cent" |
| valign="top" |
 
Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectIsItem
ObjectIsItem
+
| t_bool
| valign="top" |
+
| If true then this object is an item, otherwise it is a scene object.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then this object is an item, otherwise it is a scene object.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectIsWalkable
ObjectIsWalkable
+
| t_bool
| valign="top" |
+
| If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectName
ObjectName
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| The name of the object (as shown in the action text).
t_link to [[#Text|Text]] (parent)
+
| class="cent" |
| valign="top" |
 
The name of the object (as shown in the action text).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectParticleSystem
ObjectParticleSystem
+
| t_link to [[#ParticleSystem|ParticleSystem]]
| valign="top" |
+
| Particle system which is shown if the object is active (see ObjectCondition).
t_link to [[#ParticleSystem|ParticleSystem]]
+
| class="cent" |
| valign="top" |
 
Particle system which is shown if the object is active (see ObjectCondition).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectPolygon
ObjectPolygon
+
| t_vpoint
| valign="top" |
+
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.
t_vpoint
+
| class="cent" |
| valign="top" |
 
Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectPosition
ObjectPosition
+
| t_point
| valign="top" |
+
| Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.
t_point
+
| class="cent" |
| valign="top" |
 
Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectScrollFactorX
ObjectScrollFactorX
+
| t_int
| valign="top" |
+
| Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).
t_int
+
| class="cent" |
| valign="top" |
 
Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectScrollFactorY
ObjectScrollFactorY
+
| t_int
| valign="top" |
+
| Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).
t_int
+
| class="cent" |
| valign="top" |
 
Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectSnoopAnimation
ObjectSnoopAnimation
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.
t_link to [[#Animation|Animation]]
+
| class="cent" |
| valign="top" |
 
Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectSnoopAnimationPos
ObjectSnoopAnimationPos
+
| t_point
| valign="top" |
+
| Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.
t_point
+
| class="cent" |
| valign="top" |
 
Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ObjectSprite
ObjectSprite
+
| t_link to [[#Sprite|Sprite]] (parent)
| valign="top" |
+
| Sprite which is shown if the object is active (see ObjectCondition).
t_link to [[#Sprite|Sprite]] (parent)
+
| class="cent" |
| valign="top" |
 
Sprite which is shown if the object is active (see ObjectCondition).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| ObjectTimeToDestVisibility
ObjectTimeToDestVisibility
+
| t_int
| valign="top" |
+
| Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.
t_int
+
| class="cent" |
| valign="top" |
 
Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| ObjectValues
ObjectValues
+
| t_links to [[#Value|Value]] (parent)
| valign="top" |
+
| All values of the object.
t_links to [[#Value|Value]] (parent)
+
| class="cent" |
| valign="top" |
 
All values of the object.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| ObjectVisibility
ObjectVisibility
+
| t_int
| valign="top" |
+
| Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).
t_int
+
| class="cent" |
| valign="top" |
 
Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|}
 
|}
  
 
== Outfit ==
 
== Outfit ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="26" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Outfit
+
|-
| valign="top" class="scriptable" |
+
| rowspan="26"
 +
Outf t
 +
| valign="top" |
 
OutfitAmbientLightColor (v4.0)
 
OutfitAmbientLightColor (v4.0)
| valign="top" class="scriptable" |
+
| valign="top" |
 
t_int
 
t_int
| valign="top" class="scriptable" |
+
| valign="top" |
 
TODO
 
TODO
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitCameraAngle (v4.0)
OutfitCameraAngle (v4.0)
+
| t_float
| valign="top" |
+
| TODO
t_float
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitCameraHeight (v4.0)
OutfitCameraHeight (v4.0)
+
| t_float
| valign="top" |
+
| TODO
t_float
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitCharacterAnimations
OutfitCharacterAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| Person animations, must be started manually.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
Person animations, must be started manually.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitCharacterSpeed
OutfitCharacterSpeed
+
| t_int
| valign="top" |
+
| Speed of character with this outfit (in pixel per second).
t_int
+
| class="cent" |
| valign="top" |
 
Speed of character with this outfit (in pixel per second).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitLightPosX (v4.0)
OutfitLightPosX (v4.0)
+
| t_float
| valign="top" |
+
| TODO
t_float
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitLightPosY (v4.0)
OutfitLightPosY (v4.0)
+
| t_float
| valign="top" |
+
| TODO
t_float
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitLightPosZ (v4.0)
OutfitLightPosZ (v4.0)
+
| t_float
| valign="top" |
+
| TODO
t_float
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitModel (v4.0)
OutfitModel (v4.0)
+
| t_path
| valign="top" |
+
| TODO
t_path
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| OutfitModelAmbientOcclusion (v4.0)
OutfitModelAmbientOcclusion (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelOutlineColor (v4.0)
OutfitModelOutlineColor (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelOutlineWidth (v4.0)
OutfitModelOutlineWidth (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelScaleFactor (v4.0)
OutfitModelScaleFactor (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitModelShadow (v4.0)
OutfitModelShadow (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelShadowTranslucency (v4.0)
OutfitModelShadowTranslucency (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
+
Yes
TODO
+
| class="cent" |
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitModelShadowVisibility (v4.0)
OutfitModelShadowVisibility (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelShowOutline (v4.0)
OutfitModelShowOutline (v4.0)
+
| t_bool
| valign="top" |
+
| TODO
t_bool
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelShowShadow (v4.0)
OutfitModelShowShadow (v4.0)
+
| t_bool
| valign="top" |
+
| TODO
t_bool
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitModelTextures (v4.0)
OutfitModelTextures (v4.0)
+
| t_vpath
| valign="top" |
+
| TODO
t_vpath
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelToonNuances (v4.0)
OutfitModelToonNuances (v4.0)
+
| t_int
| valign="top" |
+
| TODO
t_int
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitModelUseToonShading (v4.0)
OutfitModelUseToonShading (v4.0)
+
| t_bool
| valign="top" |
+
| TODO
t_bool
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitRandomAnimations
OutfitRandomAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| For playable characters: (characters with an interface):<br />
t_links to [[#Animation|Animation]] (parent)
 
| valign="top" |
 
For playable characters: (characters with an interface):<br />
 
 
Animations are shown if the user did not interact for a longer time span.<br />
 
Animations are shown if the user did not interact for a longer time span.<br />
 
For non-playable characters (characters without an interface):<br />
 
For non-playable characters (characters without an interface):<br />
 
Animations are shown after a random time span.<br />
 
Animations are shown after a random time span.<br />
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| OutfitStandingAnimations
OutfitStandingAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| Standing animations, shown when person is standing.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
Standing animations, shown when person is standing.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| OutfitTalkAnimations
OutfitTalkAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| Talk animations.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
Talk animations.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| OutfitUseLight (v4.0)
OutfitUseLight (v4.0)
+
| t_bool
| valign="top" |
+
| TODO
t_bool
+
| class="cent" |
| valign="top" |
 
TODO
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| OutfitWalkAnimations
OutfitWalkAnimations
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| Walk animations.
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" |
| valign="top" |
 
Walk animations.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== ParticleContainer ==
 
== ParticleContainer ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
 
| valign="top" rowspan="4" |
 
| valign="top" rowspan="4" |
 
ParticleContainer
 
ParticleContainer
| valign="top" |
+
| ParticleContainerCameraZoom
ParticleContainerCameraZoom
+
| t_float
| valign="top" |
+
| Zoom factor.
t_float
+
| class="cent" |
| valign="top" |
 
Zoom factor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleContainerCameraZPosition
ParticleContainerCameraZPosition
+
| t_float
| valign="top" |
+
| Z-Position of 'camera' for showing particle system.
t_float
+
| class="cent" |
| valign="top" |
 
Z-Position of 'camera' for showing particle system.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleContainerLeadTime
ParticleContainerLeadTime
+
| t_links to [[#Particles|Particles]] (parent)
| valign="top" |
+
| All particle emitters of this particle system.
t_links to [[#Particles|Particles]] (parent)
+
| class="cent" |
| valign="top" |
 
All particle emitters of this particle system.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleContainerParticles
ParticleContainerParticles
+
| t_links to [[#Particles|Particles]] (parent)
| valign="top" |
+
| All particle emitters of this particle system.
t_links to [[#Particles|Particles]] (parent)
+
| class="cent" |
| valign="top" |
 
All particle emitters of this particle system.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Particle ==
 
== Particle ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="54" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Particle
+
|-
| valign="top" |
+
| rowspan="54"
ParticleActiveStages
+
Partic e
| valign="top" |
+
| ParticleActiveStages
t_int
+
| t_int
| valign="top" |
+
| -
 +
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColor0
ParticleBlendColor0
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColor1
ParticleBlendColor1
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColor2
ParticleBlendColor2
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColor3
ParticleBlendColor3
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColorCurve0
ParticleBlendColorCurve0
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColorCurve1
ParticleBlendColorCurve1
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColorCurve2
ParticleBlendColorCurve2
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendColorCurve3
ParticleBlendColorCurve3
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendMaxTile
ParticleBlendMaxTile
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendSizeCurve
ParticleBlendSizeCurve
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendTilesControlPoints
ParticleBlendTilesControlPoints
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleBlendTilesCurve
ParticleBlendTilesCurve
+
| t_vfloat
| valign="top" |
+
| -
t_vfloat
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleCameraZPos
ParticleCameraZPos
+
| t_float
| valign="top" |
+
| Distance of the 'camera' to the z-layer.
t_float
+
| class="cent" |
| valign="top" |
 
Distance of the 'camera' to the z-layer.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleCameraZoom
ParticleCameraZoom
+
| t_float
| valign="top" |
+
| Focal width of 'camera'.
t_float
+
| class="cent" |
| valign="top" |
 
Focal width of 'camera'.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleColorControlPoints0
ParticleColorControlPoints0
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleColorControlPoints1
ParticleColorControlPoints1
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleColorControlPoints2
ParticleColorControlPoints2
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleColorControlPoints3
ParticleColorControlPoints3
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleEmitterSizeX
ParticleEmitterSizeX
+
| t_int
| valign="top" |
+
| Width of particle emitter space.
t_int
+
| class="cent" |
| valign="top" |
 
Width of particle emitter space.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleEmitterSizeY
ParticleEmitterSizeY
+
| t_int
| valign="top" |
+
| Height of particle emitter space.
t_int
+
| class="cent" |
| valign="top" |
 
Height of particle emitter space.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleEmitterSizeZ
ParticleEmitterSizeZ
+
| t_int
| valign="top" |
+
| Depth of particle emitter space.
t_int
+
| class="cent" |
| valign="top" |
 
Depth of particle emitter space.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleEmitterType
ParticleEmitterType
+
| t_int
| valign="top" |
+
| Defines where the particles emit.<br/>
t_int
 
| valign="top" |
 
Defines where the particles emit.<br/>
 
 
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).<br/>
 
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).<br/>
 
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).
 
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceBlend
ParticleForceBlend
+
| t_float
| valign="top" |
+
| -
t_float
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceRotationX
ParticleForceRotationX
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceRotationZ
ParticleForceRotationZ
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceStrength
ParticleForceStrength
+
| t_float
| valign="top" |
+
| Strength of force which affects all particles.
t_float
+
| class="cent" |
| valign="top" |
 
Strength of force which affects all particles.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceType
ParticleForceType
+
| t_int
| valign="top" |
+
| Type of force. Possible values are: <br/>
t_int
 
| valign="top" |
 
Type of force. Possible values are: <br/>
 
 
'0': directional. <br/>
 
'0': directional. <br/>
 
'1': directional from point. <br/>
 
'1': directional from point. <br/>
 
'2': point. <br />
 
'2': point. <br />
| valign="top" align="center" |
+
| class="cent" |
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceXPos
ParticleForceXPos
+
| t_float
| valign="top" |
+
| -
t_float
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceYPos
ParticleForceYPos
+
| t_float
| valign="top" |
+
| -
t_float
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleForceZPos
ParticleForceZPos
+
| t_float
| valign="top" |
+
| -
t_float
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleLeadTime
ParticleLeadTime
+
| t_int
| valign="top" |
+
| Number of seconds the particle system is preplayed before it is displayed for the first time.
t_int
+
| class="cent" |
| valign="top" |
 
Number of seconds the particle system is preplayed before it is displayed for the first time.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaterialMode
ParticleMaterialMode
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaxColor
ParticleMaxColor
+
| t_int
| valign="top" |
+
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
t_int
+
| class="cent" |
| valign="top" |
 
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaxLife
ParticleMaxLife
+
| t_int
| valign="top" |
+
| Maximum lifetime of a particle.
t_int
+
| class="cent" |
| valign="top" |
 
Maximum lifetime of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaxParticle
ParticleMaxParticle
+
| t_int
| valign="top" |
+
| Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).
t_int
+
| class="cent" |
| valign="top" |
 
Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaxSize
ParticleMaxSize
+
| t_float
| valign="top" |
+
| Maximum size of a particle.
t_float
+
| class="cent" |
| valign="top" |
 
Maximum size of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMaxVelocity
ParticleMaxVelocity
+
| t_float
| valign="top" |
+
| Maximum velocity of a particle.
t_float
+
| class="cent" |
| valign="top" |
 
Maximum velocity of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMinColor
ParticleMinColor
+
| t_int
| valign="top" |
+
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
t_int
+
| class="cent" |
| valign="top" |
 
The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMinLife
ParticleMinLife
+
| t_int
| valign="top" |
+
| Minimum lifetime of a particle.
t_int
+
| class="cent" |
| valign="top" |
 
Minimum lifetime of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMinSize
ParticleMinSize
+
| t_float
| valign="top" |
+
| Minimum size of a particle.
t_float
+
| class="cent" |
| valign="top" |
 
Minimum size of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleMinVelocity
ParticleMinVelocity
+
| t_float
| valign="top" |
+
| Minimum velocity of a particle.
t_float
+
| class="cent" |
| valign="top" |
 
Minimum velocity of a particle.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticlePerTime
ParticlePerTime
+
| t_float
| valign="top" |
+
| New particles per time (with ~66 time units per second).
t_float
+
| class="cent" |
| valign="top" |
 
New particles per time (with ~66 time units per second).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticlePhiX
ParticlePhiX
+
| t_int
| valign="top" |
+
| Opening angle about the X-axis.
t_int
+
| class="cent" |
| valign="top" |
 
Opening angle about the X-axis.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticlePhiY
ParticlePhiY
+
| t_int
| valign="top" |
+
| Opening angle about the Z-axis.
t_int
+
| class="cent" |
| valign="top" |
 
Opening angle about the Z-axis.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticlePosX
ParticlePosX
+
| t_int
| valign="top" |
+
| X Position of particle emitter (in pixel coordinates).
t_int
+
| class="cent" |
| valign="top" |
 
X Position of particle emitter (in pixel coordinates).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticlePosY
ParticlePosY
+
| t_int
| valign="top" |
+
| Y Position of particle emitter (in pixel coordinates).
t_int
+
| class="cent" |
| valign="top" |
 
Y Position of particle emitter (in pixel coordinates).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleRotationX
ParticleRotationX
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleRotationZ
ParticleRotationZ
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleSizeControlPoints
ParticleSizeControlPoints
+
| t_vint
| valign="top" |
+
| -
t_vint
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleTexture
ParticleTexture
+
| t_path
| valign="top" |
+
| Sprite used for all particles.
t_path
+
| class="cent" |
| valign="top" |
 
Sprite used for all particles.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleTilesX
ParticleTilesX
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleTilesY
ParticleTilesY
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ParticleType
ParticleType
+
| t_int
| valign="top" |
+
| -
t_int
+
| class="cent" |
| valign="top" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
-
 
| valign="top" align="center" |
 
 
V
 
V
 
|}
 
|}
  
 
== Point ==
 
== Point ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
| rowspan="3"
Point
+
Poi t
| valign="top" |
+
| PointPosition
PointPosition
+
| t_point
| valign="top" |
+
| Position on the scene.
t_point
+
| class="cent" |
| valign="top" |
 
Position on the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| PointRelations
PointRelations
+
| t_links to [[#Point|Point]]
| valign="top" |
+
| Links to connected points for way system.
t_links to [[#Point|Point]]
+
| class="cent" |
| valign="top" |
 
Links to connected points for way system.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| PointSize
PointSize
+
| t_int
| valign="top" |
+
| Size for character on this point (in %).
t_int
+
| class="cent" |
| valign="top" |
 
Size for character on this point (in %).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Scene ==
 
== Scene ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="23" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Scene
+
|-
| valign="top" |
+
| rowspan="23"
SceneActions
+
Sce e
| valign="top" |
+
| SceneActions
t_links to [[#Actions|Actions]] (parent)
+
| t_links to [[#Actions|Actions]] (parent)
| valign="top" |
+
| All actions of the scene. These actions can only be started by another action.
All actions of the scene. These actions can only be started by another action.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneActionAreas
SceneActionAreas
+
| t_links to [[#ActionArea|ActionArea]] (parent)
| valign="top" |
+
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).
t_links to [[#ActionArea|ActionArea]] (parent)
+
| class="cent" |
| valign="top" |
 
All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneBackgroundMusic
SceneBackgroundMusic
+
| t_path
| valign="top" |
+
| Background music which is played in a loop.
t_path
+
| class="cent" |
| valign="top" |
 
Background music which is played in a loop.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneBrightness
SceneBrightness
+
| t_int
| valign="top" |
+
| Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).
t_int
+
| class="cent" |
| valign="top" |
 
Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
S
 
S
 
|-
 
|-
| valign="top" |
+
| SceneConditions
SceneConditions
+
| t_links to [[#Condition|Condition]] (parent)
| valign="top" |
+
| All conditions of the scene.
t_links to [[#Condition|Condition]] (parent)
+
| class="cent" |
| valign="top" |
 
All conditions of the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneContinueMusic
SceneContinueMusic
+
| t_bool
| valign="top" |
+
| If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneCurrentWaySystem
SceneCurrentWaySystem
+
| t_link to [[#WaySystem|WaySystem]]
| valign="top" |
+
| Currently used way system (only relevant if SceneIsMenu is false).
t_link to [[#WaySystem|WaySystem]]
+
| class="cent" |
| valign="top" |
 
Currently used way system (only relevant if SceneIsMenu is false).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| SceneCursor
SceneCursor
+
| t_link to [[#Cursor|Cursor]]
| valign="top" |
+
| Cursor which is displayed on this scene (only used if SceneIsMenu is true).
t_link to [[#Cursor|Cursor]]
+
| class="cent" |
| valign="top" |
 
Cursor which is displayed on this scene (only used if SceneIsMenu is true).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneLightMap
SceneLightMap
+
| t_path
| valign="top" |
+
| Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.
t_path
+
| class="cent" |
| valign="top" |
 
Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| SceneIsMenu
SceneIsMenu
+
| t_bool
| valign="top" |
+
| If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).
t_bool
+
| class="cent" |
| valign="top" |
 
If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneMusicBalance
SceneMusicBalance
+
| t_int
| valign="top" |
+
| Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).
t_int
+
| class="cent" |
| valign="top" |
 
Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneMusicVolume
SceneMusicVolume
+
| t_int
| valign="top" |
+
| Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).
t_int
+
| class="cent" |
| valign="top" |
 
Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| SceneName
SceneName
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| The name of the scene (used for name in savegames).
t_link to [[#Text|Text]] (parent)
+
| class="cent" |
| valign="top" |
 
The name of the scene (used for name in savegames).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneObjects
SceneObjects
+
| t_links to [[#Object|Object]] (parent)
| valign="top" |
+
| All objects of the scene.
t_links to [[#Object|Object]] (parent)
+
| class="cent" |
| valign="top" |
 
All objects of the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneParticleSystem
SceneParticleSystem
+
| t_link to [[#ParticleContainer|ParticleContainer]]
| valign="top" |
+
| Particle system of the scene which is always shown.
t_link to [[#ParticleContainer|ParticleContainer]]
+
| class="cent" |
| valign="top" |
 
Particle system of the scene which is always shown.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneSavegameAreas
SceneSavegameAreas
+
| t_vrect
| valign="top" |
+
| All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.
t_vrect
+
| class="cent" |
| valign="top" |
 
All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneSavegameFont
SceneSavegameFont
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which is used for the name of the savegame.
t_link to [[#Font|Font]]
+
| class="cent" |
| valign="top" |
 
Font which is used for the name of the savegame.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneSavegameScrollStep
SceneSavegameScrollStep
+
| t_int
| valign="top" |
+
| Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.
t_int
+
| class="cent" |
| valign="top" |
 
Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneScrollableArea
SceneScrollableArea
+
| t_rect
| valign="top" |
+
| Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.
t_rect
+
| class="cent" |
| valign="top" |
 
Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| SceneScrollOnEdges
SceneScrollOnEdges
+
| t_bool
| valign="top" |
+
| If true then the scene will be scrolled if the cursor is on the screen edge.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the scene will be scrolled if the cursor is on the screen edge.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| SceneSprite
SceneSprite
+
| t_sprite
| valign="top" |
+
| Background sprite of the scene.
t_sprite
+
| class="cent" |
| valign="top" |
 
Background sprite of the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneValues
SceneValues
+
| t_links to [[#Value|Value]] (parent)
| valign="top" |
+
| All values of the scene.
t_links to [[#Value|Value]] (parent)
+
| class="cent" |
| valign="top" |
 
All values of the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| SceneWaySystems
SceneWaySystems
+
| t_links to [[#WaySystem|WaySystem]] (parent)
| valign="top" |
+
| All way systems of the scene.
t_links to [[#WaySystem|WaySystem]] (parent)
+
| class="cent" |
| valign="top" |
 
All way systems of the scene.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Script ==
 
== Script ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Script
+
|-
| valign="top" |
+
| Script
ScriptScript
+
| ScriptScript
| valign="top" |
+
| t_string
t_string
+
| Script content.
| valign="top" |
+
| class="cent" |
Script content.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Sprite ==
 
== Sprite ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| valign="top" |
+
| Sprite
Sprite
+
| SpriteSprite
| valign="top" |
+
| t_sprite
SpriteSprite
+
| -
| valign="top" |
+
| class="cent" |
t_sprite
 
| valign="top" |
 
-
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Text ==
 
== Text ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Text
+
|-
| valign="top" |
+
| Text
TextAll
+
| TextAll
| valign="top" |
+
| t_links to [[#TextLanguage|TextLanguage]] (parent)
t_links to [[#TextLanguage|TextLanguage]] (parent)
+
| Language dependent texts for this text entry.
| valign="top" |
+
| class="cent" |
Language dependent texts for this text entry.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== TextLanguage ==
 
== TextLanguage ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
TextLanguage
+
|-
| valign="top" |
+
| rowspan="3"
TextLanguageLanguage
+
TextLangua e
| valign="top" |
+
| TextLanguageLanguage
t_link to [[#Language|Language]]
+
| t_link to [[#Language|Language]]
| valign="top" |
+
| Language of this text.
Language of this text.
+
| class="cent" |
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| TextLanguageSound
TextLanguageSound
+
| t_path
| valign="top" |
+
| Voice output file for this text.
t_path
+
| class="cent" |
| valign="top" |
 
Voice output file for this text.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| TextLanguageText
TextLanguageText
+
| t_string
| valign="top" |
+
| Language dependent text.
t_string
+
| class="cent" |
| valign="top" |
 
Language dependent text.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}
  
 
== Value ==
 
== Value ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="5" valign="top" |
+
! Field !! Field Type !! Description !! Scriptable !! Storage
Value
+
|-
| valign="top" class="scriptable" |
+
| rowspan="5"
 +
Val e
 +
| valign="top" |
 
ValueInt
 
ValueInt
| valign="top" class="scriptable" |
+
| valign="top" |
 
t_int
 
t_int
| valign="top" class="scriptable" |
+
| valign="top" |
 
The current integer value.
 
The current integer value.
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
Yes
 
Yes
| valign="top" align="center" class="scriptable" |
+
| class="cent" |
 
V/S
 
V/S
 
|-
 
|-
| valign="top" |
+
| ValueRandom
ValueRandom
+
| t_bool
| valign="top" |
+
| If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.
t_bool
+
| class="cent" |
| valign="top" |
 
If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ValueRandomMax
ValueRandomMax
+
| t_int
| valign="top" |
+
| Upper bound for random value (see ValueRandom).
t_int
+
| class="cent" |
| valign="top" |
 
Upper bound for random value (see ValueRandom).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| ValueRandomMin
ValueRandomMin
+
| t_int
| valign="top" |
+
| Lower bound for random value (see ValueRandom).
t_int
+
| class="cent" |
| valign="top" |
 
Lower bound for random value (see ValueRandom).
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
|- class="scriptable"
+
|-  
| valign="top" |
+
| ValueString
ValueString
+
| t_string
| valign="top" |
+
| The current string value.
t_string
+
| class="cent" |
| valign="top" |
 
The current string value.
 
| valign="top" align="center" |
 
 
Yes
 
Yes
| valign="top" align="center" |
+
| class="cent" |
 
V/S
 
V/S
 
|}
 
|}
  
 
== WaySystem ==
 
== WaySystem ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! Field !! Field Type !! Description !! Scriptable !! Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="2" valign="top" |
+
| rowspan="2"
WaySystem
+
WaySyst m
| valign="top" |
+
| WaySystemBorder
WaySystemBorder
+
| t_vpoint
| valign="top" |
+
| Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.
t_vpoint
+
| class="cent" |
| valign="top" |
 
Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|-
 
|-
| valign="top" |
+
| WaySystemPoints
WaySystemPoints
+
| t_links to [[#Point|Point]] (parent)
| valign="top" |
+
| Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.
t_links to [[#Point|Point]] (parent)
+
| class="cent" |
| valign="top" |
 
Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.
 
| valign="top" align="center" |
 
 
-
 
-
| valign="top" align="center" |
+
| class="cent" |
 
V
 
V
 
|}
 
|}

Revision as of 20:47, 19 August 2014

Visionaire Data Structure

This is the official documentation of the Visionaire Data Structure.

The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column 'Storage' describes where each field is saved. A field with Storage 'V' is saved in the ved-file. If there is a 'S' in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type 'V').

Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column 'Scriptable' next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a 'V' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: "game:getLink(VGameCurrentScene)").

The tables starting with 'Active' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.

Action

Field Field Type Description Scriptable Storage
ActionActionParts t_links to ActionPart (parent) Actionparts of this action. The actionparts will be executed if this action is started. V
ActionCommand t_link to Button Command which must be active to execute this action. V
ActionExecutionType t_int Defines when the action is started.

'0': right mouse button click.
'1': cursor enters area.
'2': cursor leaves area.
'3': item dropped.
'5': called by an other action.
'6': command executed.
'7': left mouse click.
'8': character reached object.
'12': left mouse button double click.
'13': left mouse button double click (immediate execution).
'14': left mouse button hold.
'15': left mouse button hold (immediate execution).
'16': right mouse button click (immediate execution).
'17': command executed (immediate execution).
'20': item dropped (immediate execution).
'21': command executed - both.
'22': command executed - both (immediate execution).
'23': command executed - other.
'24': command executed - other (immediate execution).
'25': item dropped - both.
'26': item dropped - both (immediate execution).
'27': item dropped - other.
'28': item dropped - other (immediate execution).
'29': character enters area.
'30': character leaves area.

V
ActionFixture t_link to Object Item which is necessary to execute this action. V

ActionArea

Field Field Type Description Scriptable Storage
ActionAreaActions t_links to AreaAction (parent) The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon). V
ActionAreaPolygon t_vpoint Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed. V

ActionPart

Field Field Type Description Scriptable Storage
ActionPartAltInt t_int Parameter #2. Defined by ActionPartCommand. V
ActionPartAltInt2 t_int Parameter #3. Defined by ActionPartCommand. V
ActionPartAltLink t_link Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand. V
ActionPartCommand t_int Actionpart type. See Actionparts Documentation for all action part types. V
ActionPartInt t_int Parameter #1. Defined by ActionPartCommand. V
ActionPartLink t_link (parent if link to Text) Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand. V
ActionPartPath t_path Path to a file (e.g. sound file, movie file, image file). V

ActiveAction

Field Field Type Description Scriptable Storage
ActionActionPartIndex t_int Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index. S
ActionContinueWaitForEndIfElse t_int Total number of open if statements in this action at current position. Use with care. S
ActionActionPartStarted t_bool True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait. S
ActionPauseTime t_int Time past since last timer was started. Only valid if ActionTimerStarted is true. S
ActionTimerStarted t_bool True if there is currently a timer running (e.g. waiting for pause). S

ActiveAnimation

Field Field Type Description Scriptable Storage
AnimationActive t_bool True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started. S
AnimationCalledTime t_int Time (in msec) past since frame was first shown or animation loop finished. S
AnimationCurrentPosition t_point Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).

Yes

S

AnimationCurrentSpriteIndex t_int Index of currently active frame.

Yes

S

AnimationCurrentSpritePos t_point Position on scene of currently active frame.

Yes

S

AnimationFirstFrame t_int First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.

Yes

S

AnimationFrameCount t_int Total number of frames already shown in the current animation loop.

-

S

AnimationLastFrame t_int Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.

Yes

S

AnimationLoops t_int Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.

Yes

S

AnimationPlayOppositeDirection t_bool True if the animation is played backwards.

Yes

S

AnimationPreloaded t_bool True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.

Yes

S

AnimationSize t_int Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).

Yes

S

AnimationStartedByUser t_bool True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.

-

S

AnimationWaiting t_bool True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).

-

S

AnimationWaitingTime t_int Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.

Yes

S

ActiveText

Field Field Type Description Scriptable Storage
rowspan="10"

ActiveTe t

TextActive

t_bool

True if the text is currently active.

Yes

S

TextBackground t_bool True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).

-

S

TextCurrentText t_string Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.

Yes

S

TextFont t_link to Font Font used for displaying this text.

Yes

S

TextOwner t_link to Character or Object or Button Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.

-

S

TextPosition t_point Position on scene where the text is shown.

Yes

S

TextRemainingText t_string Remaining text after TextCurrentText.

Yes

S

TextTimeElapsed t_int time (in msec) elapsed since showing current part (TextCurrentText) of text.

-

S

TextTimeToWait t_int Total time (in msec) for showing current part (TextCurrentText) of text.

Yes

S

TextWaitForAudio t_bool True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.

-

S

Animation

Field Field Type Description Scriptable Storage
rowspan="15"

Animati n

AnimationAction t_link to Action Action which is started when the animation is finished.

-

V

AnimationCenter t_point Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).

-

V

AnimationDirection t_int Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).

-

V

AnimationLoopRandom t_bool If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.

-

V

AnimationMirror t_link to Animation Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).

-

V

AnimationModelAnimIndex (v4.0) t_int TODO

-

V

AnimationModelAnimSpeed (v4.0) t_int TODO

-

V

AnimationMove t_bool Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)

-

V

AnimationNumberOfLoops t_int Number of loops. '0' if it is an endless animation.

-

V

AnimationPause t_int Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).

-

V

AnimationPosition t_point Upper left corner of animation on scene (or interface).

-

V

AnimationPropertyFrames t_links to AnimationFrame (parent) Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.

-

V

AnimationReplay t_int eReplayNormal ('0'): animation loops are shown in normal order.

eReplayReverse ('1'): each loop of the animation is shown in reverse order.
eReplayRandom ('2'): all frames of an animation loop are shown in random order.

-

V

AnimationSprites t_vsprites All sprites of the animation.

-

V

AnimationUseIndividualPause t_bool If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.

-

V

AnimationFrame

Field Field Type Description Scriptable Storage
rowspan="5"

AnimationFr me

AnimationFrameAction t_link to Action An action which will be started when this frame is shown.

-

V

AnimationFrameIndex t_int Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.

-

V

AnimationFrameSound t_path A sound which will be played when this frame is shown.

-

V

AnimationFrameSoundBalance t_int Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).

-

V

AnimationFrameSoundVolume t_int Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).

-

V

AreaAction

Field Field Type Description Scriptable Storage
rowspan="3"

AreaActi n

AreaActionAction t_link to Action (parent) The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).

-

V

AreaActionCharacter t_link to Character If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.

-

V

AreaActionExecuteAlways t_bool If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.

-

V

Button

Field Field Type Description Scriptable Storage
rowspan="18"

Butt n

ButtonActions t_links to Action (parent) All actions of this button.

-

V

ButtonActiveSprite t_link to Sprite (parent) Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.

-

V

ButtonAnimation t_link to Animation Animation which will be played automatically if the button is shown (see ButtonCondition).

-

V

ButtonAnimations t_links to Animation (parent) All animations of the button.

-

V

ButtonCommandType t_int Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:

'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push').
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').
'2' (eButtonGive): give command (e.g. 'Give').

-

V

ButtonCondition t_link to Condition If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).

-

V

ButtonConditionNegate t_bool If true then the condition ButtonCondition is negated. (see ButtonCondition)

-

V

ButtonConjunction t_link to Text The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').

-

V

ButtonCursor t_link to Cursor Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.

-

V

ButtonDraggable t_bool If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').

-

V

ButtonGroup t_links to Button List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).

-

V

ButtonInactiveSprite t_link to Sprite (parent) Sprite which is shown if the button is inactive. (see ButtonActiveSprite)

-

V

ButtonName t_link to Text Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.

-

V

ButtonPolygon t_vpoint Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.

-

V

ButtonType t_int Defines the type of this button:

'0' (eButtonPlaceholder): Placeholder for an item.
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)
'3' (eButtonCommand): Command.
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).

-

V

ButtonUse t_int Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:

'0' (eUseOnAll): on objects (scene objects and items) and characters.
'1' (eUseOnCharacters): only on characters.
'2' (eUseOnObjects): only on objects (scene objects and items).

-

V

ButtonUseOnCurrentCharacter t_bool Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.

-

V

Character

Field Field Type Description Scriptable Storage
rowspan="46"

Charact r

CharacterActions t_links to Action (parent) All actions of the character.

-

V

CharacterActive t_bool If true the character is shown and detected by the cursor. (default)

Yes

S

CharacterActiveCommand t_link to Button Currently active command for this character. The button must have ButtonType = '3'.

Yes

S

CharacterActiveDialogFont t_link to Font Font which is used for a currently selected dialog part.

-

V

CharacterAnimIndex t_int Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).

Yes

S

CharacterAnimState t_int Type of currently playing character animation:

'0': No animation.
'1': Individual character animation.
'2': Random animation.
'3': Talk animation.
'4': Standing animation.

-

S

CharacterCommentSets t_links to CommentSet (parent) All comment sets of the character.

-

V

CharacterConditions t_links to Condition (parent) All conditions of the character.

-

V

CharacterCurrentCommentSet t_link to CommentSet Currently used comment set.

Yes

V/S

CharacterCurrentOutfit t_link to Outfit Currently used outfit.

Yes

V/S

CharacterDestination t_point Destination where the character is currently walking to.

Yes

S

CharacterDestinationObject t_point Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).

Yes

S

CharacterDestVisibility t_int The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.

Yes

S

CharacterDialogActiveScrollDown t_sprite Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)

-

V

CharacterDialogActiveScrollUp t_sprite Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).

-

V

CharacterDialogArea t_rect Defines the absolute position on the screen where the dialog is displayed.

-

V

CharacterDialogCursor t_link to Cursor Cursor which will be displayed if a dialog is currently active.

-

V

CharacterDialogInactiveScrollUp t_sprite Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).

-

V

CharacterDialogInactiveScrollDown t_sprite Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).

-

V

CharacterDialogs t_links to Dialog (parent) All dialogs which can be spoken with this character.

-

V

CharacterDialogSprite t_sprite Sprite which is used as a background for dialogs.

-

V

CharacterDialogVerticalSpace t_int Distance between two dialog part selections (in pixel).

-

V

CharacterDirection t_int Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).

Yes

S

CharacterFollowAction t_link to Action Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).

Yes

S

CharacterFollowCharacter t_link to Character Character which this character is currently following.

Yes

S

CharacterFollowReachDistance t_link to Action If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).

Yes

S

CharacterFont t_link to Font Font which is used for all texts which are spoken by this character.

-

V

CharacterInactiveDialogFont t_link to Font Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).

-

V

CharacterInterfaces t_links to Interface All interfaces currently used for this character.

-

V/S

CharacterItems t_links to Object All items which are picked up by this character.

Yes

S

CharacterItemsScrollPosition t_int Current scroll position of the items in the interface/inventory.

-

S

CharacterName t_link to Text The name of the character (as shown in the action text).

-

V

CharacterOutfits t_links to Outfit (parent) All outfits of the character.

-

V

CharacterPosition t_point Current position of character.

Yes (if field is set and character is walking it will stop walking)

S

CharacterScale t_bool If false the character is not scaled and will always be drawn in the original size.

Yes

V

CharacterScaleFactor t_int Factor in % the character is scaled with. Must be > '0' (default '100').

Yes

V/S

CharacterScene t_link to Scene Scene where the character is currently on.

Yes

S

CharacterSize t_int Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.

- (read only)

S

CharacterStartObject t_link to Object Scene object where the character is standing (ObjectPosition) at the beginning of the game.

-

V

CharacterState t_int Current state of character:

'2': standing.
'3': walking.

Yes (only set to '2' to stop walking, do not set '3')

S

CharacterTimeToDestVisibility t_int Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.

Yes

S

CharacterTint t_int Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.

Yes

S

CharacterValues t_links to Value (parent) All values of the character.

-

V

CharacterVisibility t_int Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).

Yes

S

CharacterWalkingSound t_path Sound which is played if the character is walking.

Yes

V/S

CommentSet

Field Field Type Description Scriptable Storage
rowspan="1"

CommentS t

CommentSetEntries t_links to CommentSetEntry All comment set entries of this comment set.

-

V

CommentSetEntry

Field Field Type Description Scriptable Storage
rowspan="2"

CommentSetE try

CommentSetEntryText t_link to Text Text for this comment.

-

V

CommentSetEntryCommand t_link to Button If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.

-

V

Condition

Field Field Type Description Scriptable Storage
rowspan="8"

TConditi n

ConditionCondition1 t_link to Condition First condition for a combined condition (only used if ConditionIsVariable is false).

-

V

ConditionCondition1Negate t_bool If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).

-

V

ConditionCondition2 t_link to Condition Second condition for a combined condition (only used if ConditionIsVariable is false).

-

V

ConditionCondition2Negate t_bool If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).

-

V

ConditionIsVariable t_bool If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).

-

V

ConditionOperator t_int Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):

'0': logical AND.
'1': logical OR.

-

V

ConditionReturnNegate t_bool If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).

-

V

ConditionValue t_bool Current value of condition. True or false. This is only used if ConditionIsVariable is true.

Yes

V/S

Cursor

Field Field Type Description Scriptable Storage
rowspan="3"

Curs r

CursorActiveAnimation t_link to Animation Animation of the active cursor.

-

V

CursorHotspot t_point Point on the cursor which defines the 'center' of the cursor.

-

V

CursorInactiveAnimation t_link to Animation Animation of the inactive cursor.

-

V

Dialog

Field Field Type Description Scriptable Storage
rowspan="8"

Dial g

DialogDialogParts t_links to DialogPart (parent) All dialog part selections of this dialog.

-

V

DialogPart

Field Field Type Description Scriptable Storage
rowspan="12"

DialogPa t

DialogPartAction t_link to Action (parent) Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.

-

V

DialogPartAltText t_link to Text (parent) Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).

-

V

DialogPartAnswerText t_link to Text (parent) Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.

-

V

DialogPartAvailable t_bool If true then this dialog part is still available (see DialogPartRemove).

Yes

S

DialogPartCondition t_link to Condition The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).

-

V

DialogPartConditionNegate t_bool If true then the condition DialogPartCondition is negated. (see DialogPartCondition)

-

V

DialogPartLinkedAction t_link to Action Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.

-

V

DialogPartNextDialog t_link to Dialog (parent) Dialog which is shown when this dialog part is selected.

-

V

DialogPartRemove t_bool If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).

-

V

DialogPartReturn t_int Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):

'0' (eDialogReturnToSame): the same dialog will be shown again.
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.
'2' (eDialogReturnToEnd): no dialog will be shown.

-

V

DialogPartText t_link to Text (parent) Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.

-

V

DialogPartUseAltText t_bool If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.

-

V

Font

Field Field Type Description Scriptable Storage
rowspan="8"

Fo t

FontAlphabet t_string A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).

-

V

FontAutoLineBreak t_bool If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.

-

V

FontLetters t_vrect List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).

-

V

FontLetterSpacing t_int Horizontal distance between two characters (in pixel).

-

V

FontLineWidth t_int Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.

-

V

FontSpaceWidth t_int Width of space (in pixel).

-

V

FontSprite t_sprite Sprite with all characters of the font.

-

V

FontVerticalLetterSpacing t_int Vertical distance between two characters (in pixel).

-

V

Game

Field Field Type Description Scriptable Storage
rowspan="104"

Ga e

GameAbout t_string Long description of game, authors can make additional comments here.

-

V

GameActions t_links to Action (parent) All actions which can be started with a key. The key value is stored in ActionExecutionType.

-

V

GameActionTextFont t_link to Font Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.

-

V

GameActionTextRect t_rect Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.

-

V

GameActiveCommand t_link to Button The currently active command.

Yes

V/S

GameAlignCharacterOnImExecution t_bool If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.

-

V

GameAlwaysAllowSkipText t_bool If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).

Yes

V/S

GameAutoHideInterfacesInMenu t_bool If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu then this option must be set to false and the interfaces must be hidden manually when necessary.

Yes

V/S

GameCharacterComposedFile t_path Defines the filename for composing the character when compiling the game.

-

V

GameCharacterComposedFiles t_int The number of composed character files:

'0' (eMainContainer): All characters are stored in the main container.
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).

-

V

GameCharacterLinks t_links to Character (parent) All characters of the game.

-

V

GameCommandBehaviour t_int Behavior for selecting the standard command.

'0'(eStdCommandAlways): set standard command after executing an action.
'1' (eSetStdCommandNever): never set standard command.
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.

Yes

V/S

GameCompanyName t_string The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.

-

V

GameComposedFile t_path Defines the filename for composing the main output file (.vis file) when compiling the game.

-

V

GameCurrentCharacter t_link to Character Character which is currently controlled by the player (active character).

Yes

S

GameCurrentObject t_link to Object or Character or Button The object currently below the cursor.

-

S

GameCurrentScene t_link to Scene Scene which is currently shown.

Yes

S

GameCursorHorizontalScrollDistance t_int Distance of cursor to the left or right screen border where horizontal scrolling will be started.

Yes

S

GameCursorVerticalScrollDistance t_int Distance of cursor to the top or bottom screen border where vertical scrolling will be started.

Yes

S

GameCursors t_links to Cursor (parent) All cursors of the game.

-

V

GameCutsceneAction t_link to Action If a cutscene is active this links to the action which started (and should stop) the cutscene.

-

S

GameDescription t_string Short description of the game.

-

V

GameDestinationCommand t_link to Button When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.

Yes

S

GameDestinationEvent t_int When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:

'0': no event.
'1': left mousebutton click.
'2': right mousebutton click.
'3': left mousebutton double click.
'4': left mousebutton hold.
'5': mouse enters area.
'6': mouse leaves area.

Yes

S

GameDestinationItem t_link to Object When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.

Yes

S

GameDestinationItemPicked t_bool When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.

Yes

S

GameDialog t_link to Dialog Currently displayed dialog.

-

S

GameDialogAction t_link to Action Running action which contains the text for the current dialog.

-

S

GameDraggableItems t_bool True if objects can be dragged from the interface.

Yes

V/S

GameDrawActionText t_int Defines if and where the action text is drawn:

'0' (eDrawNoActionText): do not draw action text.
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.

Yes

V/S

GameExecuteActionsDuringDialog t_bool If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.

Yes

V/S

GameFadeDelay t_int Delay in milli seconds for fade in/out of a scene.

Yes

V/S

GameFadeEffect t_int Effect for fade in/out of a scene.

'0' (eFadeNo): no effect. display new scene immediately.
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.

Yes

V/S

GameFirstCharacter t_link to Character Character which is used for starting the game. This is the character which is controlled by the player.

-

V

GameFirstScene t_link to Scene The first scene of the game (which is shown after the loading screen)

-

V

GameFontLinks t_links to Font (parent) All fonts of the game.

-

V

GameFullScreenIntro t_bool True if the intro movie is scaled to fullscreen.

-

V

GameGameComposedFile t_path Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.

-

V

GameGameComposedFiles t_int The number of composed game files:

'0' (eMainContainer): The game object is stored in the main container.
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.

-

V

GameGameName t_string The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.

-

V

GameHiddenDialog t_link to Dialog If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.

-

V/S

GameHoldTime t_int Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.

Yes

V/S

GameHorizontalScrollDistance t_int If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.

Yes

S

GameId t_string Unique Identification number. Used for savegames in order to only load savegames for correct game.

-

V

GameInterfaces t_links to Interface (parent) All interfaces of the game.

-

V

GameInterfaceClasses t_links to InterfaceClass (parent) All interface classes of the game.

-

V

GameInterfaceComposedFile t_path Defines the filename for composing the interface when compiling the game.

-

V

GameInterfaceComposedFiles t_int The number of composed interface files:

'0' (eMainContainer): All interfaces are stored in the main container.
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).

GameIntro t_path Intro movie which will be played at the beginning of the game.

-

V

GameItems t_links to Object (parent) All items of the game.

-

V

GameLanguages t_links to Language (parent) All languages of the game.

-

V

GameLeftClickAction t_link to Action (parent) An action which will be started if the left mouse button is clicked.

-

V

GameLeftDblClickAction t_link to Action (parent) An action which will be started if the left mouse button is double clicked.

-

V

GameLeftHoldAction t_link to Action (parent) Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.

-

V

GameLeftHoldingAction t_link to Action (parent) Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.

-

V

GameLeftMouseClick t_int Defines what a left mouse click is used for:

'0' (eIndividualAction): used for individual actions.
'4' (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.

Yes

V/S

GameLeftMouseDblClick t_int Defines what a left double click is used for:

'0' (eIndividualAction): used for individual actions.
'3' (eStandardAction): used for standard action (GameLeftDblClickAction).
'4' (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.

Yes

V/S

GameLeftMouseHold t_int Defines what the event 'left mouse button hold' is used for when the button is released.

'0' (eIndividualAction): used for individual actions.
'3' (eStandardAction): used for standard action (GameLeftHoldAction).
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.

Yes

V/S

GameLeftMouseHolding t_int Defines what the event 'left mouse button hold' is used for when the button is pressed.

'0' (eIndividualAction): used for individual actions.
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).

Yes

V/S

GameLoading t_link to Loading (parent) The loading screen. (is shown on startup when the game is loaded)

-

V

GameMinificationFilter t_int Filter for minification of textures (scaling of character images).

'0': Linear interpolation.
'1': Nearest neighbor.

-

V

GameMagnificationFilter t_int Filter for magnification of textures (scaling of character images).

'0' (eLinearInterpolation): Linear interpolation.
'1' (eNearestNeighborInterpolation): Nearest neighbor.

-

V

GameMovieComposedFile t_path Defines the filename for composing the movies when compiling the game.

-

V

GameMovieComposedFiles t_int The number of composed movie files:

'0' (eMainContainer): All movies are stored in the main container.
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.

-

V

GameObjectFont t_link to Font The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.

Yes

V

GameParticleContainerLinks t_links to ParticleContainer (parent) All particle systems of the game.

-

V

GamePicBufferSize t_int Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).

-

V

GamePictureCacheSize t_int Size in MB for cache which stores the recently loaded images.

-

V

GamePreloadPicThreads t_int Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.

-

V

GamePreloadedPicBufferSize t_int Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value >= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).

-

V

GameQuake t_bool If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.

Yes

S

GameQuakeForce t_int Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.

Yes

S

GameQuakeSpeed t_int Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.

Yes

S

GameRegisteredEventHandlers (v4.0) t_string All registered event handlers.

-

S

GameReserved t_string Licence number.

-

V

GameRightClickAction t_link to Action (parent) Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.

-

V

GameRightMouseClick t_int Defines what the right mouse button is used for.

'0' (eIndividualAction): used for individual actions.
'1' (eActivateStandardCommand): activates standard command.
'2' (eActivateNextCommand): activates next command.
'3' (eStandardAction): used for standard action (GameRightClickAction).
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.

Yes

V/S

GameSavedObject t_link to Object Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')

Yes

S

GameSaveGameName t_string Used to store name of current savegame.

-

S

GameSceneComposedFile t_path Defines the filename for composing the scenes when compiling the game.

-

V

GameSceneComposedFiles t_int The number of composed scene files:

'0' (eMainContainer): All scenes are stored in the main container.
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).

-

V

GameSceneLinks t_links to Scene (parent) All scenes of the game.

-

V

GameScriptLinks t_links to Script (parent) All scripts of the game.

-

V

GameScrollCenterCharacter t_bool If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.

Yes

S

GameScrollCharacter t_link to Character Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).

Yes

S

GameScrollDirectionHorizontal t_int Horizontal direction the scene is currently scrolling.

'0': currently no horizontal scrolling.
'1': currently scrolling to the left.
'2': currently scrolling to the right.

-

S

GameScrollDirectionVertical t_int Vertical direction the scene is currently scrolling.

'0': currently no vertical scrolling.
'3': currently scrolling to the top.
'4': currently scrolling to the bottom.

-

S

GameScrollPosition t_point Upper left corner of current scroll position (on current scene).

Yes

S

GameScrollSpeed t_int Number of pixels which will be scrolled in one second.

Yes

V/S

GameScrollToPoint t_point Upper left corner the current scene is scrolling to.

Yes

S

GameScrollTo t_bool If true the scene is currently scrolling to GameScrollToPoint.

-

S

GameSpeakerTextAlignment t_int Defines alignment of speaker text:

'0' (eAlignLeft): Align left.
'1' (eAlignRight): Align right.
'2' (eAlignCentered): Centered.
'3' (eAlignLeftWithCenterPos): Align left (use center position).
'4' (eAlignRightWithCenterPos): Align right (use center position).
'5' (eAlignCenteredWithLeftPos): Centered (use left position).

Yes

V/S

GameSpeechLanguage (v4.0) t_link to Language Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.

Yes

S

GameStandardLanguage t_link to Language Defines the currently used language.

Yes

V/S

GameStartAction t_link to Action (parent) This action will be executed once at the beginning of the game (after the game was loaded).

-

V

GameTextAlignment t_int Defines alignment of spoken text:

'0' (eAlignLeft): Align left.
'1' (eAlignRight): Align right.
'2' (eAlignCentered): Centered.
'3' (eAlignLeftWithCenterPos): Align left (use center position).
'4' (eAlignRightWithCenterPos): Align right (use center position).
'5' (eAlignCenteredWithLeftPos): Centered (use left position).

Yes

V/S

GameTextOutput t_int Defines if spoken texts should be printed and/or spoken:

'0' (eTextAndSpeechOutput): Display text and play speech file.
'1' (eOnlySpeechOutput): Only play speech file.
'2' (eOnlyTextOutput): Only display text.

Yes

S

GameTextSpeed t_int Speed for displaying texts (in %). Default is 100.

Yes

S

GameTextureFilter (v4.0) t_int TODO

-

V

GameUsedItem t_link to Object The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.

-

S

GameVersion t_string Version number of the game.

-

V

GameVerticalScrollDistance t_int If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.

Yes

S

GameVideosEncrypted t_bool If true the videos are stored in an encrypted container. This field is only relevant for compiled games.

-

V

GameWindowResolution t_point Screen resolution (e.g. 640x480).

-

V

Interface

Field Field Type Description Scriptable Storage
rowspan="20"

Interfa e

InterfaceActionTextFont t_link to Font Font which will be used for the action text - only used if InterfaceDrawActionText is true.

-

V

InterfaceActionTextRect t_rect Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.

-

V

InterfaceBorder t_vpoint Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.

-

V

InterfaceButtons t_links to Button (parent) All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items

-

V

InterfaceClass t_link to InterfaceClass The class this interface belongs to.

-

V

InterfaceConditions t_links to Condition (parent) The conditions of the interface.

-

V

InterfaceDestVisibility t_int The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.

Yes

S

InterfaceDisplacement t_int Defines where the interface is shown:

'0': top.
'1': bottom.
'2': left.
'3': right.
'4': absolute, position on screen defined by InterfaceOffset.
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).

Yes

V/S

InterfaceDrawActionText t_bool Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).

-

V

InterfaceLeaveAction t_link to Action (parent) Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).

-

V

InterfaceOffset t_point Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')

Yes

V/S

InterfacePosition t_point Absolute position of upper left corner of interface.

-

V/S

InterfaceScrollStepSize t_int Defines how many item positions will be scrolled if a scroll arrow is pushed.

Yes

V

InterfaceSize t_int Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if > '0' and InterfaceDisplacement is '0', '1', '2' or '3'.

Yes

V/S

InterfaceSprite t_sprite Background sprite of the interface. -

V

InterfaceStandardCommand t_link to Button Button which is the standard command (usually 'Walk to') for this interface.

-

V

InterfaceTimeToDestVisibility t_int Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.

Yes

S

InterfaceValues t_links to Values (parent) The values of the interface.

-

V

InterfaceVisibility t_int Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.

Yes

S

InterfaceVisible t_bool If true the interface is visible - supposed the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.

Yes

V/S

InterfaceClass

Field Field Type Description Scriptable Storage
InterfaceClass InterfaceClassName t_string Interface class name. The name of the object itself will be set to the translated class name.

-

V

Language

Field Field Type Description Scriptable Storage
Language - - Language name is defined by name of each language object.

-

-

Loading

Field Field Type Description Scriptable Storage
rowspan="4"

Loadi g

LoadingMusic t_path Music which is played while the loading screen is shown.

-

V

LoadingSprite t_sprite Background sprite of the loading screen.

-

V

LoadingStatusCover t_bool If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).

-

V

LoadingStatusSprite t_sprite Sprite for progress bar.

-

V

Object

Field Field Type Description Scriptable Storage
rowspan="23"

Obje t

ObjectActions t_links to Action (parent) All actions of the object. ActionExecutionType defines when the action is started.

-

V

ObjectAnimation t_link to Animation Animation which is automatically started if this object is active (see ObjectCondition).

-

V

ObjectAnimations t_links to Animation (parent) All animations of the object.

-

V

ObjectCenter t_int Defines the line number (y coordinate) which decides if a character is in front or behind this object.

-

V

ObjectCondition t_link to Condition If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).

-

V

ObjectConditionNegate t_bool falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden

-

V

ObjectConditions t_links to Condition (parent) If true then the condition ButtonCondition is negated. (see ButtonCondition)

-

V

ObjectDestVisibility t_int The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.

Yes

S

ObjectDirection t_int Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).

-

V

ObjectIsItem t_bool If true then this object is an item, otherwise it is a scene object.

-

V

ObjectIsWalkable t_bool If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).

-

V

ObjectName t_link to Text (parent) The name of the object (as shown in the action text).

-

V

ObjectParticleSystem t_link to ParticleSystem Particle system which is shown if the object is active (see ObjectCondition).

-

V

ObjectPolygon t_vpoint Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.

-

V

ObjectPosition t_point Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.

-

V

ObjectScrollFactorX t_int Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).

-

V

ObjectScrollFactorY t_int Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (> '100'), slower (< '100') or not at all (0).

-

V

ObjectSnoopAnimation t_link to Animation Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.

-

V

ObjectSnoopAnimationPos t_point Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.

-

V

ObjectSprite t_link to Sprite (parent) Sprite which is shown if the object is active (see ObjectCondition).

-

V

ObjectTimeToDestVisibility t_int Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.

Yes

S

ObjectValues t_links to Value (parent) All values of the object.

-

V

ObjectVisibility t_int Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).

Yes

S

Outfit

Field Field Type Description Scriptable Storage
rowspan="26"

Outf t

OutfitAmbientLightColor (v4.0)

t_int

TODO

Yes

V/S

OutfitCameraAngle (v4.0) t_float TODO

Yes

V/S

OutfitCameraHeight (v4.0) t_float TODO

Yes

V/S

OutfitCharacterAnimations t_links to Animation (parent) Person animations, must be started manually.

-

V

OutfitCharacterSpeed t_int Speed of character with this outfit (in pixel per second).

Yes

V/S

OutfitLightPosX (v4.0) t_float TODO

Yes

V/S

OutfitLightPosY (v4.0) t_float TODO

Yes

V/S

OutfitLightPosZ (v4.0) t_float TODO

Yes

V/S

OutfitModel (v4.0) t_path TODO

-

V

OutfitModelAmbientOcclusion (v4.0) t_int TODO

-

V

OutfitModelOutlineColor (v4.0) t_int TODO

Yes

V/S

OutfitModelOutlineWidth (v4.0) t_int TODO

Yes

V/S

OutfitModelScaleFactor (v4.0) t_int TODO

Yes

V/S

OutfitModelShadow (v4.0) t_int TODO

-

V

OutfitModelShadowTranslucency (v4.0) t_int TODO

Yes

V/S

OutfitModelShadowVisibility (v4.0) t_int TODO

-

V

OutfitModelShowOutline (v4.0) t_bool TODO

Yes

V/S

OutfitModelShowShadow (v4.0) t_bool TODO

Yes

V/S

OutfitModelTextures (v4.0) t_vpath TODO

-

V

OutfitModelToonNuances (v4.0) t_int TODO

Yes

V/S

OutfitModelUseToonShading (v4.0) t_bool TODO

Yes

V/S

OutfitRandomAnimations t_links to Animation (parent) For playable characters: (characters with an interface):

Animations are shown if the user did not interact for a longer time span.
For non-playable characters (characters without an interface):
Animations are shown after a random time span.

-

V

OutfitStandingAnimations t_links to Animation (parent) Standing animations, shown when person is standing.

-

V

OutfitTalkAnimations t_links to Animation (parent) Talk animations.

-

V

OutfitUseLight (v4.0) t_bool TODO

Yes

V/S

OutfitWalkAnimations t_links to Animation (parent) Walk animations.

-

V

ParticleContainer

Field Field Type Description Scriptable Storage

ParticleContainer

ParticleContainerCameraZoom t_float Zoom factor.

-

V

ParticleContainerCameraZPosition t_float Z-Position of 'camera' for showing particle system.

-

V

ParticleContainerLeadTime t_links to Particles (parent) All particle emitters of this particle system.

-

V

ParticleContainerParticles t_links to Particles (parent) All particle emitters of this particle system.

-

V

Particle

Field Field Type Description Scriptable Storage
rowspan="54"

Partic e

ParticleActiveStages t_int -

-

V

ParticleBlendColor0 t_int -

-

V

ParticleBlendColor1 t_int -

-

V

ParticleBlendColor2 t_int -

-

V

ParticleBlendColor3 t_int -

-

V

ParticleBlendColorCurve0 t_vfloat -

-

V

ParticleBlendColorCurve1 t_vfloat -

-

V

ParticleBlendColorCurve2 t_vfloat -

-

V

ParticleBlendColorCurve3 t_vfloat -

-

V

ParticleBlendMaxTile t_int -

-

V

ParticleBlendSizeCurve t_vfloat -

-

V

ParticleBlendTilesControlPoints t_vint -

-

V

ParticleBlendTilesCurve t_vfloat -

-

V

ParticleCameraZPos t_float Distance of the 'camera' to the z-layer.

-

V

ParticleCameraZoom t_float Focal width of 'camera'.

-

V

ParticleColorControlPoints0 t_vint -

-

V

ParticleColorControlPoints1 t_vint -

-

V

ParticleColorControlPoints2 t_vint -

-

V

ParticleColorControlPoints3 t_vint -

-

V

ParticleEmitterSizeX t_int Width of particle emitter space.

-

V

ParticleEmitterSizeY t_int Height of particle emitter space.

-

V

ParticleEmitterSizeZ t_int Depth of particle emitter space.

-

V

ParticleEmitterType t_int Defines where the particles emit.

'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).

-

V

ParticleForceBlend t_float -

-

V

ParticleForceRotationX t_int -

-

V

ParticleForceRotationZ t_int -

-

V

ParticleForceStrength t_float Strength of force which affects all particles.

-

V

ParticleForceType t_int Type of force. Possible values are:

'0': directional.
'1': directional from point.
'2': point.

-

V

ParticleForceXPos t_float -

-

V

ParticleForceYPos t_float -

-

V

ParticleForceZPos t_float -

-

V

ParticleLeadTime t_int Number of seconds the particle system is preplayed before it is displayed for the first time.

-

V

ParticleMaterialMode t_int -

-

V

ParticleMaxColor t_int The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.

-

V

ParticleMaxLife t_int Maximum lifetime of a particle.

-

V

ParticleMaxParticle t_int Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).

-

V

ParticleMaxSize t_float Maximum size of a particle.

-

V

ParticleMaxVelocity t_float Maximum velocity of a particle.

-

V

ParticleMinColor t_int The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.

-

V

ParticleMinLife t_int Minimum lifetime of a particle.

-

V

ParticleMinSize t_float Minimum size of a particle.

-

V

ParticleMinVelocity t_float Minimum velocity of a particle.

-

V

ParticlePerTime t_float New particles per time (with ~66 time units per second).

-

V

ParticlePhiX t_int Opening angle about the X-axis.

-

V

ParticlePhiY t_int Opening angle about the Z-axis.

-

V

ParticlePosX t_int X Position of particle emitter (in pixel coordinates).

-

V

ParticlePosY t_int Y Position of particle emitter (in pixel coordinates).

-

V

ParticleRotationX t_int -

-

V

ParticleRotationZ t_int -

-

V

ParticleSizeControlPoints t_vint -

-

V

ParticleTexture t_path Sprite used for all particles.

-

V

ParticleTilesX t_int -

-

V

ParticleTilesY t_int -

-

V

ParticleType t_int -

-

V

Point

Field Field Type Description Scriptable Storage
rowspan="3"

Poi t

PointPosition t_point Position on the scene.

-

V

PointRelations t_links to Point Links to connected points for way system.

-

V

PointSize t_int Size for character on this point (in %).

-

V

Scene

Field Field Type Description Scriptable Storage
rowspan="23"

Sce e

SceneActions t_links to Actions (parent) All actions of the scene. These actions can only be started by another action.

-

V

SceneActionAreas t_links to ActionArea (parent) All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).

-

V

SceneBackgroundMusic t_path Background music which is played in a loop.

Yes

V/S

SceneBrightness t_int Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means that everything is drawn with its original brightness (default).

Yes

S

SceneConditions t_links to Condition (parent) All conditions of the scene.

-

V

SceneContinueMusic t_bool If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).

-

V

SceneCurrentWaySystem t_link to WaySystem Currently used way system (only relevant if SceneIsMenu is false).

Yes

V/S

SceneCursor t_link to Cursor Cursor which is displayed on this scene (only used if SceneIsMenu is true).

-

V

SceneLightMap t_path Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.

Yes

V/S

SceneIsMenu t_bool If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).

-

V

SceneMusicBalance t_int Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).

Yes

V/S

SceneMusicVolume t_int Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).

Yes

V/S

SceneName t_link to Text (parent) The name of the scene (used for name in savegames).

-

V

SceneObjects t_links to Object (parent) All objects of the scene.

-

V

SceneParticleSystem t_link to ParticleContainer Particle system of the scene which is always shown.

-

V

SceneSavegameAreas t_vrect All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.

-

V

SceneSavegameFont t_link to Font Font which is used for the name of the savegame.

-

V

SceneSavegameScrollStep t_int Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.

-

V

SceneScrollableArea t_rect Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.

Yes

V/S

SceneScrollOnEdges t_bool If true then the scene will be scrolled if the cursor is on the screen edge.

Yes

V/S

SceneSprite t_sprite Background sprite of the scene.

-

V

SceneValues t_links to Value (parent) All values of the scene.

-

V

SceneWaySystems t_links to WaySystem (parent) All way systems of the scene.

-

V

Script

Field Field Type Description Scriptable Storage
Script ScriptScript t_string Script content.

-

V

Sprite

Field Field Type Description Scriptable Storage
Sprite SpriteSprite t_sprite -

-

V

Text

Field Field Type Description Scriptable Storage
Text TextAll t_links to TextLanguage (parent) Language dependent texts for this text entry.

-

V

TextLanguage

Field Field Type Description Scriptable Storage
rowspan="3"

TextLangua e

TextLanguageLanguage t_link to Language Language of this text.

-

V

TextLanguageSound t_path Voice output file for this text.

-

V

TextLanguageText t_string Language dependent text.

-

V

Value

Field Field Type Description Scriptable Storage
rowspan="5"

Val e

ValueInt

t_int

The current integer value.

Yes

V/S

ValueRandom t_bool If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.

-

V

ValueRandomMax t_int Upper bound for random value (see ValueRandom).

-

V

ValueRandomMin t_int Lower bound for random value (see ValueRandom).

-

V

ValueString t_string The current string value.

Yes

V/S

WaySystem

Field Field Type Description Scriptable Storage
rowspan="2"

WaySyst m

WaySystemBorder t_vpoint Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.

-

V

WaySystemPoints t_links to Point (parent) Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.

-

V